2015-11-23 19:52:04 +00:00
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/*
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* Author: commy2
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* Draw the visible laser beams of all cached units.
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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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* Public: No
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*/
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2015-01-17 22:38:13 +00:00
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#include "script_component.hpp"
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2015-11-23 19:52:04 +00:00
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private _isIR = currentVisionMode ACE_player;
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2015-01-17 22:38:13 +00:00
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if (_isIR == 2) exitWith {};
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_isIR = _isIR == 1;
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2015-11-23 19:52:04 +00:00
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private _brightness = 2 - call EFUNC(common,ambientBrightness);
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2015-06-13 08:41:19 +00:00
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2015-01-17 22:38:13 +00:00
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{
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2015-11-23 19:52:04 +00:00
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private _weapon = currentWeapon _x;
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private _laser = (_x weaponAccessories _weapon) select 1;
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2015-01-17 22:38:13 +00:00
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2015-04-30 16:51:30 +00:00
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if (_laser != "") then {
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2015-11-23 19:52:04 +00:00
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private _cacheName = format [QGVAR(laser_%1), _laser];
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private _laserID = missionNamespace getVariable [_cacheName, -1];
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2015-04-30 16:51:30 +00:00
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if (missionNamespace getVariable [_cacheName, -1] == -1) then {
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_laserID = getNumber (configFile >> "CfgWeapons" >> _laser >> "ACE_laserpointer");
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missionNamespace setVariable [_cacheName, _laserID];
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};
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2015-01-17 22:38:13 +00:00
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2015-04-30 16:51:30 +00:00
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if (_laserID > 0 && {_x isFlashlightOn _weapon}) then {
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2015-08-31 15:31:37 +00:00
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[_x, 100, (_laserID == 2 || _isIR), _brightness] call FUNC(drawLaserpoint);
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2015-04-30 16:51:30 +00:00
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};
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2015-01-17 22:38:13 +00:00
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};
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2015-11-23 19:52:04 +00:00
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false
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} count GVAR(nearUnits);
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