2017-11-12 11:12:49 +00:00
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/*
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* Author: Ruthberg
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2017-12-15 16:22:31 +00:00
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* Gets the base angle of the weapon & optic combination with the given weapon index
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2017-11-12 11:12:49 +00:00
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Weapon index <NUMBER>
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*
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* Return Value:
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* base angle <NUMBER>
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*
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* Example:
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2017-12-15 16:22:31 +00:00
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* [player, 0] call ace_scopes_fnc_getBaseAngle
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2017-11-12 11:12:49 +00:00
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*
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* Public: Yes
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*/
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#include "script_component.hpp"
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2017-12-15 16:22:31 +00:00
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params ["_unit", "_weaponIndex"];
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if (_weaponIndex < 0 || {_weaponIndex > 2}) exitWith { 0 };
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private _weaponClass = [primaryWeapon _unit, secondaryWeapon _unit, handgunWeapon _unit] select _weaponIndex;
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private _opticsClass = ([_unit] call FUNC(getOptics)) select _weaponIndex;
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2017-11-12 11:12:49 +00:00
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private _weaponConfig = configFile >> "CfgWeapons" >> _weaponClass;
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2017-11-20 19:14:24 +00:00
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private _baseAngle = getNumber(_weaponConfig >> "ACE_IronSightBaseAngle");
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if (_opticsClass != "") then {
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if (isNumber (_weaponConfig >> "ACE_RailBaseAngle")) then {
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_baseAngle = getNumber(_weaponConfig >> "ACE_RailBaseAngle");
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} else {
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_baseAngle = DEFAULT_RAIL_BASE_ANGLE;
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};
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2017-11-12 11:12:49 +00:00
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};
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_baseAngle
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