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68 lines
2.0 KiB
Plaintext
68 lines
2.0 KiB
Plaintext
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/*
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* Author: KoffeinFlummi
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*
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* Changes the adjustment for the current scope
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*
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* Arguments:
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* 0: Horizontal adjustment
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* 1: Vertical adjustment
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*
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* Return Value:
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* True
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*/
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private ["_unit", "_weapons", "_zeroing", "_pitchbankyaw", "_pitch", "_bank", "_yaw", "_hint"];
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_unit = _this select 0;
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_weapons = [
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primaryWeapon _unit,
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secondaryWeapon _unit,
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handgunWeapon _unit
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];
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if (isNil "AGM_Scopes_Adjustment") then {
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AGM_Scopes_Adjustment = [[0,0], [0,0], [0,0]];
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};
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_zeroing = AGM_Scopes_Adjustment select (_weapons find (currentWeapon _unit));
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_zeroing set [0, (round (((_zeroing select 0) + (_this select 1)) * 10)) / 10];
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_zeroing set [1, (round (((_zeroing select 1) + (_this select 2)) * 10)) / 10];
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AGM_Scopes_Adjustment set [_weapons find (currentWeapon _unit), _zeroing];
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playSound (["AGM_Scopes_Click_1", "AGM_Scopes_Click_2", "AGM_Scopes_Click_3"] select floor random 3);
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// slightly rotate the player if looking through optic
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if (cameraView == "GUNNER") then {
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_pitchbankyaw = [_unit] call AGM_Core_fnc_getPitchBankYaw;
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// these are not exact mil-to-degree conversions, but instead chosen
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// to minimize the effect of rounding errors
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_pitch = (_pitchbankyaw select 0) + ((_this select 2) * -0.04);
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_bank = _pitchbankyaw select 1;
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_yaw = (_pitchbankyaw select 2) + ((_this select 1) * -0.04);
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[_unit, _pitch, _bank, _yaw] call AGM_Core_fnc_setPitchBankYaw;
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};
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_display = uiNamespace getVariable ["AGM_Scopes_ZeroingDisplay", displayNull];
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if !(isNull _display) then {
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_vertical = _display displayCtrl 925002;
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_horizontal = _display displayCtrl 925003;
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_vertical ctrlSetText (str (_zeroing select 1));
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_horizontal ctrlSetText (str (_zeroing select 0));
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};
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if (!isNull (missionNamespace getVariable ["AGM_Scopes_fadeScript", scriptNull])) then {
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terminate AGM_Scopes_fadeScript;
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};
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if (cameraView != "GUNNER") then {
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AGM_Scopes_fadeScript = 0 spawn {
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_layer = ["AGM_Scope_Zeroing"] call BIS_fnc_rscLayer;
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_layer cutRsc ["AGM_Scope_Zeroing", "PLAIN", 0, false];
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sleep 3;
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_layer cutFadeOut 2;
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};
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};
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true
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