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Merge pull request #1066 from acemod/scopes-usefiredBisEH
Switch scopes to use firedBIS
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commit
19e8d7bbe7
@ -10,10 +10,10 @@ class Extended_PostInit_EventHandlers {
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};
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};
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class Extended_Fired_EventHandlers {
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class Extended_FiredBIS_EventHandlers {
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class CAManBase {
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class ADDON {
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fired = QUOTE(_this call FUNC(firedEH););
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firedBIS = QUOTE(_this call FUNC(firedEH););
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};
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};
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};
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@ -3,12 +3,13 @@
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* Adjusts the flight path of the bullet according to the zeroing
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*
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* Argument:
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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* 3: Muzzle <STRING>
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* 4: Magazine <STRING>
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* 5: Ammo <STRING>
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* 6: Projectile <OBJECT>
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* 0: unit - Object the event handler is assigned to <OBJECT>
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* 1: weapon - Fired weapon <STRING>
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* 2: muzzle - Muzzle that was used <STRING>
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* 3: mode - Current mode of the fired weapon <STRING>
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* 4: ammo - Ammo used <STRING>
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* 5: magazine - magazine name which was used <STRING>
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* 6: projectile - Object of the projectile that was shot <OBJECT>
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*
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* Return value:
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* None
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@ -20,23 +21,25 @@
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private ["_unit", "_adjustment", "_weapon", "_projectile", "_weaponIndex", "_zeroing", "_adjustment"];
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_unit = _this select 0;
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_weapon = _this select 1;
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_projectile = _this select 6;
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// Exit if the unit doesn't have any adjusment variable
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_adjustment = _unit getVariable QGVAR(Adjustment);
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if (isNil "_adjustment") exitWith {};
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_adjustment = _unit getVariable [QGVAR(Adjustment), []];
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if (_adjustment isEqualTo []) exitWith {};
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// Exit if the unit isn't a player
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if !([_unit] call EFUNC(common,isPlayer)) exitWith {};
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_weapon = _this select 1;
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_projectile = _this select 5;
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_weaponIndex = [_unit, currentWeapon _unit] call EFUNC(common,getWeaponIndex);
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if (_weaponIndex < 0) exitWith {};
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_zeroing = _adjustment select _weaponIndex;
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//Exit if adjusment is zero:
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if (_zeroing isEqualTo [0,0,0]) exitWith {};
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// Convert zeroing from mils to degrees
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_zeroing = [_zeroing, {_this * 0.05625}] call EFUNC(common,map);
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_zeroing = _zeroing vectorMultiply 0.05625;
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[_projectile, (_zeroing select 1), (_zeroing select 0) + (_zeroing select 2), 0] call EFUNC(common,changeProjectileDirection);
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