Ejemplo n.º 1
0
        void FixedUpdate()
        {
            float distanceFromStart = Vector3.Distance(transform.position, startPosition);

            if (!gameObject.activeInHierarchy)
            {
                return;
            }
            flightTimeElapsed += TimeWarp.fixedDeltaTime; //calculate flight time for drag purposes

            if (bulletDrop && FlightGlobals.RefFrameIsRotating)
            {
                currentVelocity += FlightGlobals.getGeeForceAtPosition(transform.position) * TimeWarp.fixedDeltaTime;
            }
            if (dragType == BulletDragTypes.NumericalIntegration)
            {
                Vector3 dragAcc = currentVelocity * currentVelocity.magnitude *
                                  (float)
                                  FlightGlobals.getAtmDensity(FlightGlobals.getStaticPressure(transform.position),
                                                              FlightGlobals.getExternalTemperature(transform.position));
                dragAcc *= 0.5f;
                dragAcc /= ballisticCoefficient;

                currentVelocity -= dragAcc * TimeWarp.fixedDeltaTime;
                //numerical integration; using Euler is silly, but let's go with it anyway
            }


            if (tracerLength == 0)
            {
                bulletTrail.SetPosition(0,
                                        transform.position +
                                        (currentVelocity * tracerDeltaFactor * TimeWarp.fixedDeltaTime / TimeWarp.CurrentRate) -
                                        (FlightGlobals.ActiveVessel.srf_velocity * TimeWarp.fixedDeltaTime));
            }
            else
            {
                bulletTrail.SetPosition(0,
                                        transform.position + ((currentVelocity - sourceOriginalV).normalized * tracerLength));
            }
            if (fadeColor)
            {
                FadeColor();
                bulletTrail.material.SetColor("_TintColor", currentColor * tracerLuminance);
            }


            bulletTrail.SetPosition(1, transform.position);


            currPosition = gameObject.transform.position;

            if (distanceFromStart > maxDistance)
            {
                //GameObject.Destroy(gameObject);
                KillBullet();
                return;
            }

            if (collisionEnabled)
            {
                float dist = initialSpeed * TimeWarp.fixedDeltaTime;

                Ray        ray = new Ray(prevPosition, currPosition - prevPosition);
                RaycastHit hit;
                if (Physics.Raycast(ray, out hit, dist, 557057))
                {
                    bool penetrated = true;
                    Part hitPart    = null; //determine when bullet collides with a target
                    try
                    {
                        hitPart = hit.collider.gameObject.GetComponentInParent <Part>();
                    }
                    catch (NullReferenceException)
                    {
                    }
                    var armor     = BDArmor.GetArmor(hit.collider, hitPart);
                    var armorData = new ArmorPenetration.BulletPenetrationData(ray, hit);
                    ArmorPenetration.DoPenetrationRay(armorData, bullet.positiveCoefficient);
                    var penetration      = bullet.penetration.Evaluate(distanceFromStart) / 1000;
                    var fulllyPenetrated = penetration * leftPenetration >
                                           ((armor == null) ? 1f : armor.EquivalentThickness) * armorData.armorThickness;
                    var finalDirect = Vector3.Lerp(ray.direction, -hit.normal, bullet.positiveCoefficient);


                    if (fulllyPenetrated)
                    {
                        currentVelocity = finalDirect * currentVelocity.magnitude * leftPenetration;
                    }
                    else
                    {
                        currPosition = hit.point;
                        bulletTrail.SetPosition(1, currPosition);
                    }
                    float hitAngle = Vector3.Angle(currentVelocity, -hit.normal);

                    if (bulletType != PooledBulletTypes.Explosive) //dont do bullet damage if it is explosive
                    {
                        float impactVelocity = currentVelocity.magnitude;
                        if (dragType == BulletDragTypes.AnalyticEstimate)
                        {
                            float analyticDragVelAdjustment =
                                (float)
                                FlightGlobals.getAtmDensity(FlightGlobals.getStaticPressure(currPosition),
                                                            FlightGlobals.getExternalTemperature(currPosition));
                            analyticDragVelAdjustment *= flightTimeElapsed * initialSpeed;
                            analyticDragVelAdjustment += 2 * ballisticCoefficient;

                            analyticDragVelAdjustment = 2 * ballisticCoefficient * initialSpeed / analyticDragVelAdjustment;
                            //velocity as a function of time under the assumption of a projectile only acted upon by drag with a constant drag area

                            analyticDragVelAdjustment = analyticDragVelAdjustment - initialSpeed;
                            //since the above was velocity as a function of time, but we need a difference in drag, subtract the initial velocity
                            //the above number should be negative...
                            impactVelocity += analyticDragVelAdjustment; //so add it to the impact velocity

                            if (impactVelocity < 0)
                            {
                                impactVelocity = 0;
                                //clamp the velocity to > 0, since it could drop below 0 if the bullet is fired upwards
                            }
                            //Debug.Log("flight time: " + flightTimeElapsed + " BC: " + ballisticCoefficient + "\ninit speed: " + initialSpeed + " vel diff: " + analyticDragVelAdjustment);
                        }

                        //hitting a vessel Part

                        //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
                        /////////////////////////////////////////////////[panzer1b] HEAT BASED DAMAGE CODE START//////////////////////////////////////////////////////////////
                        //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////


                        if (hitPart != null) //see if it will ricochet of the part
                        {
                            penetrated = !RicochetOnPart(hitPart, hitAngle, impactVelocity);
                        }
                        else //see if it will ricochet off scenery
                        {
                            float reflectRandom = UnityEngine.Random.Range(-75f, 90f);
                            if (reflectRandom > 90 - hitAngle)
                            {
                                penetrated = false;
                            }
                        }


                        if (hitPart != null && !hitPart.partInfo.name.Contains("Strut"))
                        //when a part is hit, execute damage code (ignores struts to keep those from being abused as armor)(no, because they caused weird bugs :) -BahamutoD)
                        {
                            float heatDamage = (mass / (hitPart.crashTolerance * hitPart.mass)) * impactVelocity *
                                               impactVelocity * BDArmorySettings.DMG_MULTIPLIER *
                                               bulletDmgMult
                            ;
                            //how much heat damage will be applied based on bullet mass, velocity, and part's impact tolerance and mass
                            if (!penetrated)
                            {
                                heatDamage = heatDamage / 8;
                            }
                            if (fulllyPenetrated)
                            {
                                heatDamage /= 8;
                            }
                            if (BDArmorySettings.INSTAKILL)
                            //instakill support, will be removed once mod becomes officially MP
                            {
                                heatDamage = (float)hitPart.maxTemp + 100;
                                //make heat damage equal to the part's max temperture, effectively instakilling any part it hits
                            }
                            if (BDArmorySettings.DRAW_DEBUG_LABELS)
                            {
                                Debug.Log("[BDArmory]: Hit! damage applied: " + heatDamage); //debugging stuff
                            }
                            if (hitPart.vessel != sourceVessel)
                            {
                                hitPart.temperature += heatDamage; //apply heat damage to the hit part.
                            }
                            float overKillHeatDamage = (float)(hitPart.temperature - hitPart.maxTemp);

                            if (overKillHeatDamage > 0)
                            //if the part is destroyed by overheating, we want to add the remaining heat to attached parts.  This prevents using tiny parts as armor
                            {
                                overKillHeatDamage *= hitPart.crashTolerance; //reset to raw damage
                                float numConnectedParts = hitPart.children.Count;
                                if (hitPart.parent != null)
                                {
                                    numConnectedParts++;
                                    overKillHeatDamage         /= numConnectedParts;
                                    hitPart.parent.temperature += overKillHeatDamage /
                                                                  (hitPart.parent.crashTolerance * hitPart.parent.mass);

                                    for (int i = 0; i < hitPart.children.Count; i++)
                                    {
                                        hitPart.children[i].temperature += overKillHeatDamage /
                                                                           hitPart.children[i].crashTolerance;
                                    }
                                }
                                else
                                {
                                    overKillHeatDamage /= numConnectedParts;
                                    for (int i = 0; i < hitPart.children.Count; i++)
                                    {
                                        hitPart.children[i].temperature += overKillHeatDamage /
                                                                           hitPart.children[i].crashTolerance;
                                    }
                                }
                            }
                        }

                        //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
                        /////////////////////////////////////////////////[panzer1b] HEAT BASED DAMAGE CODE END////////////////////////////////////////////////////////////////
                        //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////


                        //hitting a Building
                        DestructibleBuilding hitBuilding = null;
                        try
                        {
                            hitBuilding = hit.collider.gameObject.GetComponentUpwards <DestructibleBuilding>();
                        }
                        catch (NullReferenceException)
                        {
                        }
                        if (hitBuilding != null && hitBuilding.IsIntact)
                        {
                            float damageToBuilding = mass * initialSpeed * initialSpeed * BDArmorySettings.DMG_MULTIPLIER /
                                                     12000;
                            if (!penetrated)
                            {
                                damageToBuilding = damageToBuilding / 8;
                            }
                            hitBuilding.AddDamage(damageToBuilding);
                            if (hitBuilding.Damage > hitBuilding.impactMomentumThreshold)
                            {
                                hitBuilding.Demolish();
                            }
                            if (BDArmorySettings.DRAW_DEBUG_LABELS)
                            {
                                Debug.Log("[BDArmory]: bullet hit destructible building! Damage: " +
                                          (damageToBuilding).ToString("0.00") + ", total Damage: " + hitBuilding.Damage);
                            }
                        }
                    }

                    if (hitPart == null || (hitPart != null && hitPart.vessel != sourceVessel))
                    {
                        if (!penetrated && !hasBounced && !fulllyPenetrated)
                        {
                            //ricochet
                            hasBounced = true;
                            if (BDArmorySettings.BULLET_HITS)
                            {
                                BulletHitFX.CreateBulletHit(hit.point, hit.normal, true);
                            }

                            tracerStartWidth /= 2;
                            tracerEndWidth   /= 2;

                            transform.position = hit.point;
                            currentVelocity    = Vector3.Reflect(currentVelocity, hit.normal);
                            currentVelocity    = (hitAngle / 150) * currentVelocity * 0.65f;

                            Vector3 randomDirection = UnityEngine.Random.rotation * Vector3.one;

                            currentVelocity = Vector3.RotateTowards(currentVelocity, randomDirection,
                                                                    UnityEngine.Random.Range(0f, 5f) * Mathf.Deg2Rad, 0);
                        }
                        else
                        {
                            if (bulletType == PooledBulletTypes.Explosive)
                            {
                                ExplosionFX.CreateExplosion(hit.point - (ray.direction * 0.1f), radius, blastPower,
                                                            blastHeat, sourceVessel, currentVelocity.normalized, explModelPath, explSoundPath);
                            }
                            else if (BDArmorySettings.BULLET_HITS)
                            {
                                BulletHitFX.CreateBulletHit(hit.point, hit.normal, false);
                            }


                            if (armor != null &&
                                (penetration * leftPenetration > armor.outerArmorThickness / 1000 * armor.EquivalentThickness ||
                                 fulllyPenetrated))
                            {
                                switch (armor.explodeMode)
                                {
                                case BDArmor.ExplodeMode.Always:
                                    armor.CreateExplosion(hitPart);
                                    break;

                                case BDArmor.ExplodeMode.Dynamic:
                                    var probability = CalculateExplosionProbability(hitPart);
                                    if (probability > 0.1f)
                                    {
                                        armor.CreateExplosion(hitPart);
                                    }
                                    break;

                                case BDArmor.ExplodeMode.Never:
                                    break;
                                }
                            }
                            if (fulllyPenetrated)
                            {
                                leftPenetration   -= armorData.armorThickness / penetration;
                                transform.position = armorData.hitResultOut.point;
                                flightTimeElapsed -= Time.fixedDeltaTime;
                                prevPosition       = transform.position;
                                FixedUpdate();
                                return;
                            }
                            else
                            {
                                KillBullet();
                                return;
                            }
                        }
                    }
                }

                /*
                 *              if(isUnderwater)
                 *              {
                 *                      if(FlightGlobals.getAltitudeAtPos(transform.position) > 0)
                 *                      {
                 *                              isUnderwater = false;
                 *                      }
                 *                      else
                 *                      {
                 *                              rigidbody.AddForce(-rigidbody.velocity * 0.15f);
                 *                      }
                 *              }
                 *              else
                 *              {
                 *                      if(FlightGlobals.getAltitudeAtPos(transform.position) < 0)
                 *                      {
                 *                              isUnderwater = true;
                 *                              //FXMonger.Splash(transform.position, 1);
                 *                              //make a custom splash here
                 *                      }
                 *              }
                 */
            }

            if (bulletType == PooledBulletTypes.Explosive && airDetonation && distanceFromStart > detonationRange)
            {
                //detonate
                ExplosionFX.CreateExplosion(transform.position, radius, blastPower, blastHeat, sourceVessel,
                                            currentVelocity.normalized, explModelPath, explSoundPath);
                //GameObject.Destroy(gameObject); //destroy bullet on collision
                KillBullet();
                return;
            }


            prevPosition = currPosition;

            //move bullet
            transform.position += currentVelocity * Time.fixedDeltaTime;
        }
Ejemplo n.º 2
0
        void FixedUpdate()
        {
            float distanceFromStart = Vector3.Distance(transform.position, startPosition);
            if (!gameObject.activeInHierarchy)
            {
                return;
            }
            flightTimeElapsed += TimeWarp.fixedDeltaTime;       //calculate flight time for drag purposes

            if (bulletDrop && FlightGlobals.RefFrameIsRotating)
            {
                currentVelocity += FlightGlobals.getGeeForceAtPosition(transform.position) * TimeWarp.fixedDeltaTime;
            }
            if (dragType == BulletDragTypes.NumericalIntegration)
            {
                Vector3 dragAcc = currentVelocity * currentVelocity.magnitude * (float)FlightGlobals.getAtmDensity(FlightGlobals.getStaticPressure(transform.position), FlightGlobals.getExternalTemperature(transform.position));
                dragAcc *= 0.5f;
                dragAcc /= ballisticCoefficient;

                currentVelocity -= dragAcc * TimeWarp.fixedDeltaTime;       //numerical integration; using Euler is silly, but let's go with it anyway
            }

            if (tracerLength == 0)
            {
                bulletTrail.SetPosition(0, transform.position + (currentVelocity * tracerDeltaFactor * TimeWarp.fixedDeltaTime / TimeWarp.CurrentRate) - (FlightGlobals.ActiveVessel.rb_velocity * TimeWarp.fixedDeltaTime));
            }
            else
            {
                bulletTrail.SetPosition(0, transform.position + ((currentVelocity - sourceOriginalV).normalized * tracerLength));
            }
            if (fadeColor)
            {
                FadeColor();
                bulletTrail.material.SetColor("_TintColor", currentColor * tracerLuminance);
            }

            bulletTrail.SetPosition(1, transform.position);

            currPosition = gameObject.transform.position;

            if (distanceFromStart > maxDistance)
            {
                //GameObject.Destroy(gameObject);
                KillBullet();
                return;
            }

            if (collisionEnabled)
            {
                float dist = initialSpeed * TimeWarp.fixedDeltaTime;

                Ray ray = new Ray(prevPosition, currPosition - prevPosition);
                RaycastHit hit;
                if (Physics.Raycast(ray, out hit, dist, 557057))
                {
                    bool penetrated = true;
                    Part hitPart = null;   //determine when bullet collides with a target
                    try
                    {
                        hitPart = Part.FromGO(hit.rigidbody.gameObject);
                    }
                    catch (NullReferenceException)
                    {
                    }
                    var armor = BDArmor.GetArmor(hit.collider, hitPart);
                    var armorData = new ArmorPenetration.BulletPenetrationData(ray, hit);
                    ArmorPenetration.DoPenetrationRay(armorData,bullet.positiveCoefficient);
                    var penetration = bullet.penetration.Evaluate(distanceFromStart) / 1000;
                    var fulllyPenetrated = penetration * leftPenetration > ((armor == null) ? 1f : armor.EquivalentThickness) * armorData.armorThickness;
                    var finalDirect = Vector3.Lerp(ray.direction, -hit.normal, bullet.positiveCoefficient);

                    if (fulllyPenetrated)
                    {
                        currentVelocity = finalDirect * currentVelocity.magnitude * leftPenetration;
                    }
                    else
                    {
                        currPosition = hit.point;
                        bulletTrail.SetPosition(1, currPosition);
                    }
                    float hitAngle = Vector3.Angle(currentVelocity, -hit.normal);

                    if (bulletType != PooledBulletTypes.Explosive) //dont do bullet damage if it is explosive
                    {
                        float impactVelocity = currentVelocity.magnitude;
                        if (dragType == BulletDragTypes.AnalyticEstimate)
                        {
                            float analyticDragVelAdjustment = (float)FlightGlobals.getAtmDensity(FlightGlobals.getStaticPressure(currPosition), FlightGlobals.getExternalTemperature(currPosition));
                            analyticDragVelAdjustment *= flightTimeElapsed * initialSpeed;
                            analyticDragVelAdjustment += 2 * ballisticCoefficient;

                            analyticDragVelAdjustment = 2 * ballisticCoefficient * initialSpeed / analyticDragVelAdjustment;        //velocity as a function of time under the assumption of a projectile only acted upon by drag with a constant drag area

                            analyticDragVelAdjustment = analyticDragVelAdjustment - initialSpeed;       //since the above was velocity as a function of time, but we need a difference in drag, subtract the initial velocity
                                                                                                        //the above number should be negative...
                            impactVelocity += analyticDragVelAdjustment;        //so add it to the impact velocity

                            if (impactVelocity < 0)
                            {
                                impactVelocity = 0;     //clamp the velocity to > 0, since it could drop below 0 if the bullet is fired upwards
                            }
                            //Debug.Log("flight time: " + flightTimeElapsed + " BC: " + ballisticCoefficient + "\ninit speed: " + initialSpeed + " vel diff: " + analyticDragVelAdjustment);
                        }

                        //hitting a vessel Part

                        //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
                        /////////////////////////////////////////////////[panzer1b] HEAT BASED DAMAGE CODE START//////////////////////////////////////////////////////////////
                        //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

                        if (hitPart != null) //see if it will ricochet of the part
                        {
                            penetrated = !RicochetOnPart(hitPart, hitAngle, impactVelocity);
                        }
                        else //see if it will ricochet off scenery
                        {
                            float reflectRandom = UnityEngine.Random.Range(-150f, 90f);
                            if (reflectRandom > 90 - hitAngle)
                            {
                                penetrated = false;
                            }
                        }

                        if (hitPart != null && !hitPart.partInfo.name.Contains("Strut"))   //when a part is hit, execute damage code (ignores struts to keep those from being abused as armor)(no, because they caused weird bugs :) -BahamutoD)
                        {
                            float heatDamage = (mass / (hitPart.crashTolerance * hitPart.mass)) * impactVelocity * impactVelocity * BDArmorySettings.DMG_MULTIPLIER;   //how much heat damage will be applied based on bullet mass, velocity, and part's impact tolerance and mass
                            if (!penetrated)
                            {
                                heatDamage = heatDamage / 8;
                            }
                            if (fulllyPenetrated)
                            {
                                heatDamage /= 8;
                            }
                            if (BDArmorySettings.INSTAKILL)  //instakill support, will be removed once mod becomes officially MP
                            {
                                heatDamage = (float)hitPart.maxTemp + 100; //make heat damage equal to the part's max temperture, effectively instakilling any part it hits
                            }
                            if (BDArmorySettings.DRAW_DEBUG_LABELS) Debug.Log("Hit! damage applied: " + heatDamage); //debugging stuff

                            if (hitPart.vessel != sourceVessel) hitPart.temperature += heatDamage;  //apply heat damage to the hit part.

                            float overKillHeatDamage = (float)(hitPart.temperature - hitPart.maxTemp);

                            if (overKillHeatDamage > 0)      //if the part is destroyed by overheating, we want to add the remaining heat to attached parts.  This prevents using tiny parts as armor
                            {
                                overKillHeatDamage *= hitPart.crashTolerance;       //reset to raw damage
                                float numConnectedParts = hitPart.children.Count;
                                if (hitPart.parent != null)
                                {
                                    numConnectedParts++;
                                    overKillHeatDamage /= numConnectedParts;
                                    hitPart.parent.temperature += overKillHeatDamage / (hitPart.parent.crashTolerance * hitPart.parent.mass);

                                    for (int i = 0; i < hitPart.children.Count; i++)
                                    {
                                        hitPart.children[i].temperature += overKillHeatDamage / hitPart.children[i].crashTolerance;
                                    }
                                }
                                else
                                {
                                    overKillHeatDamage /= numConnectedParts;
                                    for (int i = 0; i < hitPart.children.Count; i++)
                                    {
                                        hitPart.children[i].temperature += overKillHeatDamage / hitPart.children[i].crashTolerance;
                                    }
                                }
                            }

                        }

                        //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
                        /////////////////////////////////////////////////[panzer1b] HEAT BASED DAMAGE CODE END////////////////////////////////////////////////////////////////
                        //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

                        //hitting a Building
                        DestructibleBuilding hitBuilding = null;
                        try
                        {
                            hitBuilding = hit.collider.gameObject.GetComponentUpwards<DestructibleBuilding>();
                        }
                        catch (NullReferenceException)
                        {
                        }
                        if (hitBuilding != null && hitBuilding.IsIntact)
                        {
                            float damageToBuilding = mass * initialSpeed * initialSpeed * BDArmorySettings.DMG_MULTIPLIER / 12000;
                            if (!penetrated)
                            {
                                damageToBuilding = damageToBuilding / 8;
                            }
                            hitBuilding.AddDamage(damageToBuilding);
                            if (hitBuilding.Damage > hitBuilding.impactMomentumThreshold)
                            {
                                hitBuilding.Demolish();
                            }
                            if (BDArmorySettings.DRAW_DEBUG_LINES) Debug.Log("bullet hit destructible building! Damage: " + (damageToBuilding).ToString("0.00") + ", total Damage: " + hitBuilding.Damage);
                        }

                    }

                    if (hitPart == null || (hitPart != null && hitPart.vessel != sourceVessel))
                    {
                        if (!penetrated && !hasBounced && !fulllyPenetrated)
                        {
                            //ricochet
                            hasBounced = true;
                            if (BDArmorySettings.BULLET_HITS)
                            {
                                BulletHitFX.CreateBulletHit(hit.point, hit.normal, true);
                            }

                            tracerStartWidth /= 2;
                            tracerEndWidth /= 2;

                            transform.position = hit.point;
                            currentVelocity = Vector3.Reflect(currentVelocity, hit.normal);
                            currentVelocity = (hitAngle / 150) * currentVelocity * 0.65f;

                            Vector3 randomDirection = UnityEngine.Random.rotation * Vector3.one;

                            currentVelocity = Vector3.RotateTowards(currentVelocity, randomDirection, UnityEngine.Random.Range(0f, 5f) * Mathf.Deg2Rad, 0);
                        }
                        else
                        {
                            if (bulletType == PooledBulletTypes.Explosive)
                            {
                                ExplosionFX.CreateExplosion(hit.point - (ray.direction * 0.1f), radius, blastPower, blastHeat, sourceVessel, currentVelocity.normalized, explModelPath, explSoundPath);
                            }
                            else if (BDArmorySettings.BULLET_HITS)
                            {
                                BulletHitFX.CreateBulletHit(hit.point, hit.normal, false);
                            }

                            if (armor != null && (penetration * leftPenetration > armor.outerArmorThickness / 1000 * armor.EquivalentThickness || fulllyPenetrated))
                            {
                                switch (armor.explodeMode)
                                {
                                    case BDArmor.ExplodeMode.Always:
                                        armor.CreateExplosion(hitPart);
                                        break;
                                    case BDArmor.ExplodeMode.Dynamic:
                                        var probability = CalculateExplosionProbability(hitPart);
                                        if (probability > 0.1f)
                                            armor.CreateExplosion(hitPart);
                                        break;
                                    case BDArmor.ExplodeMode.Never:
                                        break;
                                }
                            }
                            if (fulllyPenetrated)
                            {
                                leftPenetration -= armorData.armorThickness / penetration;
                                transform.position = armorData.hitResultOut.point;
                                flightTimeElapsed -= Time.fixedDeltaTime;
                                prevPosition = transform.position;
                                FixedUpdate();
                                return;
                            }
                            else
                            {
                                KillBullet();
                                return;
                            }
                        }
                    }
                }

                /*
                if(isUnderwater)
                {
                    if(FlightGlobals.getAltitudeAtPos(transform.position) > 0)
                    {
                        isUnderwater = false;
                    }
                    else
                    {
                        rigidbody.AddForce(-rigidbody.velocity * 0.15f);
                    }
                }
                else
                {
                    if(FlightGlobals.getAltitudeAtPos(transform.position) < 0)
                    {
                        isUnderwater = true;
                        //FXMonger.Splash(transform.position, 1);
                        //make a custom splash here
                    }
                }
                */
            }

            if (bulletType == PooledBulletTypes.Explosive && airDetonation && distanceFromStart > detonationRange)
            {
                //detonate
                ExplosionFX.CreateExplosion(transform.position, radius, blastPower, blastHeat, sourceVessel, currentVelocity.normalized, explModelPath, explSoundPath);
                //GameObject.Destroy(gameObject); //destroy bullet on collision
                KillBullet();
                return;
            }

            prevPosition = currPosition;

            //move bullet
            transform.position += currentVelocity * Time.fixedDeltaTime;
        }