ACE3/addons/scopes/functions/fnc_getBoreHeight.sqf

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#include "..\script_component.hpp"
/*
* Author: Ruthberg
* Gets the bore height of the weapon & optic combination with the given weapon index
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon index <NUMBER>
*
* Return Value:
* bore height <NUMBER>
*
* Example:
* [player, 0] call ace_scopes_fnc_getBoreHeight
*
* Public: Yes
*/
params ["_unit", "_weaponIndex"];
if (_weaponIndex < 0 || {_weaponIndex > 2}) exitWith { 0 };
private _weaponClass = [primaryWeapon _unit, secondaryWeapon _unit, handgunWeapon _unit] select _weaponIndex;
private _opticsClass = ([_unit] call FUNC(getOptics)) select _weaponIndex;
if (_opticsClass == "") then { _opticsClass = _weaponClass; };
// Determine rail height above bore
private _railHeightAboveBore = 0;
private _weaponConfig = configFile >> "CfgWeapons" >> _weaponClass;
if (isNumber (_weaponConfig >> "ACE_RailHeightAboveBore")) then {
_railHeightAboveBore = getNumber(_weaponConfig >> "ACE_RailHeightAboveBore");
} else {
switch (_weaponIndex) do {
case 0: { _railHeightAboveBore = 3.0; }; // Rifle
case 2: { _railHeightAboveBore = 0.7; }; // Pistol
};
};
// Determine scope height above rail
private _scopeHeightAboveRail = 0;
private _opticConfig = configFile >> "CfgWeapons" >> _opticsClass;
if (isNumber (_opticConfig >> "ACE_ScopeHeightAboveRail")) then {
_scopeHeightAboveRail = getNumber(_opticConfig >> "ACE_ScopeHeightAboveRail");
} else {
switch (getNumber(_opticConfig >> "ItemInfo" >> "opticType")) do {
case 1: { _scopeHeightAboveRail = 4.5; }; // RCO or similar
case 2: { _scopeHeightAboveRail = 4.0; }; // High power scope
default {
switch (_weaponIndex) do {
case 0: { _scopeHeightAboveRail = 2.0; }; // Rifle iron sights
case 2: { _scopeHeightAboveRail = 1.0; }; // Pistol iron sights
};
};
};
};
(_railHeightAboveBore + _scopeHeightAboveRail)