ACE3/addons/scopes/functions/fnc_adjustZero.sqf

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#include "script_component.hpp"
/*
* Author: KoffeinFlummi, Ruthberg
* Updates the zero adjustment of the current scope
*
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* Arguments:
* 0: Unit <OBJECT>
*
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* Return Value:
* true <BOOL>
*
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* Example:
* [player] call ace_scopes_fnc_adjustZero
*
* Public: No
*/
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params ["_unit"];
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if (vehicle _unit != _unit) exitWith {false};
private _weaponClass = currentWeapon _unit;
private _weaponIndex = [_unit, _weaponClass] call EFUNC(common,getWeaponIndex);
if (_weaponIndex < 0) exitWith {false};
private _adjustment = _unit getVariable [QGVAR(Adjustment), [[0, 0, 0], [0, 0, 0], [0, 0, 0]]];
private _zeroing = _adjustment select _weaponIndex;
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_zeroing params ["_elevation", "_windage", "_zero"];
_zero = round((_zero + _elevation) / MIN_INCREMENT) * MIN_INCREMENT;
_elevation = 0;
private _opticsClass = ([_unit] call FUNC(getOptics)) select _weaponIndex;
if (_zero != 0) then {
profileNamespace setVariable [format[QGVAR(PersistentZero_%1_%2), _weaponClass, _opticsClass], _zero];
} else {
profileNamespace setVariable [format[QGVAR(PersistentZero_%1_%2), _weaponClass, _opticsClass], nil];
};
[_unit, _elevation, _windage, _zero] call FUNC(applyScopeAdjustment);
true