ACE3/addons/scopes/initKeybinds.inc.sqf

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["ACE3 Scope Adjustment", QGVAR(AdjustUpMinor), LLSTRING(AdjustUpMinor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};
[ACE_player] call FUNC(inventoryCheck);
// Statement
[ACE_player, ELEVATION_UP, MINOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [201, [false, false, false]], true] call CBA_fnc_addKeybind;
["ACE3 Scope Adjustment", QGVAR(AdjustDownMinor), LLSTRING(AdjustDownMinor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};
[ACE_player] call FUNC(inventoryCheck);
// Statement
[ACE_player, ELEVATION_DOWN, MINOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [209, [false, false, false]], true] call CBA_fnc_addKeybind;
["ACE3 Scope Adjustment", QGVAR(AdjustLeftMinor), LLSTRING(AdjustLeftMinor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};
[ACE_player] call FUNC(inventoryCheck);
// Statement
[ACE_player, WINDAGE_LEFT, MINOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [209, [false, true, false]], true] call CBA_fnc_addKeybind;
["ACE3 Scope Adjustment", QGVAR(AdjustRightMinor), LLSTRING(AdjustRightMinor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};
[ACE_player] call FUNC(inventoryCheck);
// Statement
[ACE_player, WINDAGE_RIGHT, MINOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [201, [false, true, false]], true] call CBA_fnc_addKeybind;
["ACE3 Scope Adjustment", QGVAR(AdjustUpMajor), LLSTRING(AdjustUpMajor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};
[ACE_player] call FUNC(inventoryCheck);
// Statement
[ACE_player, ELEVATION_UP, MAJOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [201, [true, false, false]], true] call CBA_fnc_addKeybind;
["ACE3 Scope Adjustment", QGVAR(AdjustDownMajor), LLSTRING(AdjustDownMajor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};
[ACE_player] call FUNC(inventoryCheck);
// Statement
[ACE_player, ELEVATION_DOWN, MAJOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [209, [true, false, false]], true] call CBA_fnc_addKeybind;
["ACE3 Scope Adjustment", QGVAR(AdjustLeftMajor), LLSTRING(AdjustLeftMajor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};
[ACE_player] call FUNC(inventoryCheck);
// Statement
[ACE_player, WINDAGE_LEFT, MAJOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [209, [true, true, false]], true] call CBA_fnc_addKeybind;
["ACE3 Scope Adjustment", QGVAR(AdjustRightMajor), LLSTRING(AdjustRightMajor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};
[ACE_player] call FUNC(inventoryCheck);
// Statement
[ACE_player, WINDAGE_RIGHT, MAJOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [201, [true, true, false]], true] call CBA_fnc_addKeybind;