2015-01-16 12:15:14 +00:00
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/*
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* Author: KoffeinFlummi
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*
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* Initializes vars needed for scope adjustment and watches for scope changes.
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*
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* Arguments:
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* None
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*
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* Return Value:
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* None
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*/
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2015-01-18 07:13:37 +00:00
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#include "script_component.hpp"
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2015-01-16 12:15:14 +00:00
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GVAR(fadeScript) = scriptNull;
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// show overlay after changing weapon/optic
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0 spawn {
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_layer = [QGVAR(Zeroing)] call BIS_fnc_rscLayer;
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while {True} do {
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waitUntil {[ACE_player, 0,0] call FUNC(canAdjustScope)};
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_layer cutRsc [QGVAR(Zeroing), "PLAIN", 0, false];
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sleep 3;
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_layer cutFadeOut 2;
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_weapon = currentWeapon ACE_player;
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_optics = [ACE_player] call FUNC(getOptics);
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waitUntil {sleep 0.05; !(_optics isEqualTo ([ACE_player] call FUNC(getOptics))) or (currentWeapon ACE_player != _weapon)};
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};
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};
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// instantly hide when scoping in
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0 spawn {
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_layer = [QGVAR(Zeroing)] call BIS_fnc_rscLayer;
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while {True} do {
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waitUntil {sleep 0.05; cameraView == "GUNNER"};
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if !(isNull GVAR(fadeScript)) then {
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terminate GVAR(fadeScript);
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};
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_layer cutText ["", "PLAIN", 0];
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};
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};
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