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Nightvision - Fix detecting if vehicle's turret has NVGs (#9421)
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com> Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
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@ -38,26 +38,10 @@ if ((alive ACE_player) && {isNull (ACE_controlledUAV select 0)}) then {
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if (cameraView != "GUNNER") exitWith {true}; // asume hmd usage outside of gunner view
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if ([ACE_player] call CBA_fnc_canUseWeapon) exitWith {true}; // FFV
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if (ACE_player == (driver _currentVehicle)) exitWith {
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!("NVG" in getArray (_vehConfig >> "ViewOptics" >> "visionMode"));
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};
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private _result = true;
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private _turret = ACE_player call CBA_fnc_turretPath;
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private _turretConfig = [_currentVehicle, _turret] call CBA_fnc_getTurret;
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// Seems to cover things like the offroad technical
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if ((isNumber (_turretConfig >> "optics")) && {(getNumber (_turretConfig >> "optics")) == 0}) exitWith {true};
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private _turretConfigOpticsIn = _turretConfig >> "OpticsIn";
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if (isClass _turretConfigOpticsIn) then {
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for "_index" from 0 to (count _turretConfigOpticsIn - 1) do {
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if ("NVG" in getArray (_turretConfigOpticsIn select _index >> "visionMode")) exitWith {_result = false};
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};
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} else {
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// No OpticsIn usualy means RCWS, still need to test on more vehicles
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_result = false;
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};
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_result
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private _turret = _currentVehicle unitTurret ACE_player; // driver is [-1]
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if (_turret isEqualTo []) exitWith { true };
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(_currentVehicle currentVisionMode _turret) params ["_turretVisionMode"];
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_turretVisionMode != 1 // if turret isn't giving nvg, then it must be unit's googles
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}) then {
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if ((cameraView == "GUNNER") && {currentWeapon ACE_player != ""} && {binocular ACE_player == currentWeapon ACE_player}) exitWith {
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TRACE_1("souce: binocular",binocular ACE_player); // Source is from player's binocular (Rangefinder/Vector21bNite)
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