2015-10-07 18:11:07 +00:00
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/*
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* Author: BaerMitUmlaut
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2015-10-08 17:29:30 +00:00
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* Disables/re-enables NVGs when the player starts/stops aiming down his sight.
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2015-10-07 18:11:07 +00:00
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*
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* Arguments:
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* 0: Unit <OBJECT>
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2015-10-08 17:29:30 +00:00
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* 1: New camera view <STRING>
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2015-10-07 18:11:07 +00:00
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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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2015-10-08 17:29:30 +00:00
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* [player, "GUNNER"] call ace_nightvision_fnc_onCameraViewChanged
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2015-10-07 18:11:07 +00:00
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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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2015-10-08 17:29:30 +00:00
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params ["_unit", "_cameraView"];
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2015-10-07 18:11:07 +00:00
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2015-10-08 09:31:29 +00:00
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if (GVAR(disableNVGsWithSights) && {(hmd _unit) != ""}) then {
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(assignedVehicleRole _unit) params ["_role", "_turretPath"];
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if ((vehicle _unit == _unit) || {isTurnedOut _unit} || {_role == "cargo" && {!(isNil "_turretPath")}}) then {
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2015-10-08 17:29:30 +00:00
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if ((_cameraView == "GUNNER") && {currentVisionMode _unit > 0}) then {
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2015-10-08 09:31:29 +00:00
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_unit action ["NVGogglesOff", _unit];
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GVAR(reenableNVGs) = true;
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} else {
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2015-10-08 17:29:30 +00:00
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if (GVAR(reenableNVGs) && {_cameraView != "GUNNER"}) then {
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2015-10-08 09:31:29 +00:00
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_unit action ["NVGoggles", _unit];
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GVAR(reenableNVGs) = false;
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};
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2015-10-07 18:11:07 +00:00
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};
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};
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};
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