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https://github.com/acemod/ACE3.git
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81e02a7336
* Everything * Fixed missing ; * Fix missing ; and double private * Fixed cannot isNull on number * Turn _temparture back to isNil * Fix error from merge
86 lines
3.1 KiB
Plaintext
86 lines
3.1 KiB
Plaintext
/*
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* Author: PabstMirror
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* Called when the mortar is fired.
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*
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* Arguments:
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* 0: mortar - Object the event handler is assigned to <OBJECT>
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* 1: weapon - Fired weapon <STRING>
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* 2: muzzle - Muzzle that was used <STRING>
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* 3: mode - Current mode of the fired weapon <STRING>
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* 4: ammo - Ammo used <STRING>
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* 5: magazine - magazine name which was used <STRING>
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* 6: projectile - Object of the projectile that was shot <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [clientFiredBIS-XEH] call ace_mk6mortar_fnc_handleFired
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_vehicle", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile"];
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if (GVAR(useAmmoHandling) && {_vehicle getVariable [QGVAR(initialized),false] && !(_vehicle getVariable [QGVAR(exclude),false])}) then {
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// if !(_vehicle getVariable [QGVAR(exclude),false]) then {
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_vehicle removeMagazineGlobal (_vehicle magazinesTurret [0] select 0);
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TRACE_1("",_vehicle magazinesTurret [0]);
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// };
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};
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if (!GVAR(airResistanceEnabled)) exitWith {};
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// Large enough distance to not simulate any wind deflection
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if (_vehicle distance ACE_player > 8000) exitWith {false};
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//AI will have no clue how to use:
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_shooterMan = gunner _vehicle;
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if (!([_shooterMan] call EFUNC(common,isPlayer))) exitWith {false};
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//Calculate air density:
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private _altitude = (getPosASL _vehicle) select 2;
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private _temperature = _altitude call EFUNC(weather,calculateTemperatureAtHeight);
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private _pressure = _altitude call EFUNC(weather,calculateBarometricPressure);
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private _relativeHumidity = EGVAR(weather,currentHumidity);
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private _airDensity = [_temperature, _pressure, _relativeHumidity] call EFUNC(weather,calculateAirDensity);
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private _relativeDensity = _airDensity / 1.225;
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TRACE_5("FiredWeather",_temperature,_pressure,_relativeHumidity,_airDensity,_relativeDensity);
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//powder effects:
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private _newMuzzleVelocityCoefficent = (((_temperature + 273.13) / 288.13 - 1) / 40 + 1);
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if (_newMuzzleVelocityCoefficent != 1) then {
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_bulletVelocity = velocity _projectile;
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_bulletSpeed = vectorMagnitude _bulletVelocity;
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_bulletVelocity = (vectorNormalized _bulletVelocity) vectorMultiply (_bulletSpeed * _newMuzzleVelocityCoefficent);
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_projectile setVelocity _bulletVelocity;
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};
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[{
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params ["_args", "_pfID"];
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_args params ["_shell", "_airFriction", "_time", "_relativeDensity"];
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if (isNull _shell || {!alive _shell}) exitWith {
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[_pfID] call CBA_fnc_removePerFrameHandler;
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};
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private _deltaT = CBA_missionTime - _time;
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_args set[2, CBA_missionTime];
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private _bulletVelocity = velocity _shell;
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private _bulletSpeed = vectorMagnitude _bulletVelocity;
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private _trueVelocity = _bulletVelocity vectorDiff ACE_wind;
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private _trueSpeed = vectorMagnitude _trueVelocity;
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private _drag = _deltaT * _airFriction * _trueSpeed * _relativeDensity;
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private _accel = _trueVelocity vectorMultiply (_drag);
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private _bulletVelocity = _bulletVelocity vectorAdd _accel;
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_shell setVelocity _bulletVelocity;
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}, 0, [_projectile, MK6_82mm_AIR_FRICTION, CBA_missionTime, _relativeDensity]] call CBA_fnc_addPerFrameHandler;
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