2015-01-17 22:38:13 +00:00
|
|
|
// by commy2
|
|
|
|
#include "script_component.hpp"
|
|
|
|
|
|
|
|
_brightness = 2 - call EFUNC(common,ambientBrightness);
|
|
|
|
_isIR = currentVisionMode ACE_player;
|
|
|
|
|
|
|
|
if (_isIR == 2) exitWith {};
|
|
|
|
|
|
|
|
_isIR = _isIR == 1;
|
|
|
|
|
|
|
|
{
|
|
|
|
_weapon = currentWeapon _x;
|
|
|
|
|
|
|
|
_laser = switch (_weapon) do {
|
|
|
|
case (""): {""};
|
|
|
|
case (primaryWeapon _x): {
|
|
|
|
primaryWeaponItems _x select 1;
|
|
|
|
};
|
|
|
|
case (secondaryWeapon _x): {
|
|
|
|
secondaryWeaponItems _x select 1;
|
|
|
|
};
|
|
|
|
case (handgunWeapon _x): {
|
|
|
|
handgunItems _x select 1;
|
|
|
|
};
|
|
|
|
default {""};
|
|
|
|
};
|
|
|
|
|
|
|
|
_laserID = ["ACE_acc_pointer_red", "ACE_acc_pointer_green"] find _laser;
|
|
|
|
|
|
|
|
if (_laserID > -1 && {_x isFlashlightOn _weapon}) then {
|
2015-04-14 11:14:37 +00:00
|
|
|
[_x, 50, _laserID == 1 || _isIR] call FUNC(drawLaserpoint);
|
2015-01-17 22:38:13 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
} forEach GVAR(nearUnits);
|