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Show scope adjustment UI when sighted
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@ -32,8 +32,7 @@ _adjustment set [_weaponIndex, [_elevation, _windage, _zero]];
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playSound selectRandom ["ACE_Scopes_Click_1", "ACE_Scopes_Click_2", "ACE_Scopes_Click_3"];
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playSound selectRandom ["ACE_Scopes_Click_1", "ACE_Scopes_Click_2", "ACE_Scopes_Click_3"];
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// slightly rotate the player if looking through optic
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// slightly rotate the player if looking through optic
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if (cameraView == "GUNNER") then {
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if (cameraView == "GUNNER" && !GVAR(simplifiedZeroing)) then {
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if (!GVAR(simplifiedZeroing)) then {
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// Convert adjustmentDifference from mils to degrees
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// Convert adjustmentDifference from mils to degrees
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_adjustmentDifference = _adjustmentDifference apply {MRAD_TO_DEG(_x)};
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_adjustmentDifference = _adjustmentDifference apply {MRAD_TO_DEG(_x)};
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_adjustmentDifference params ["_elevationDifference", "_windageDifference"];
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_adjustmentDifference params ["_elevationDifference", "_windageDifference"];
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@ -42,9 +41,8 @@ if (cameraView == "GUNNER") then {
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_pitch = _pitch + _elevationDifference;
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_pitch = _pitch + _elevationDifference;
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_yaw = _yaw + _windageDifference;
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_yaw = _yaw + _windageDifference;
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[_unit, _pitch, _bank, _yaw] call EFUNC(common,setPitchBankYaw);
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[_unit, _pitch, _bank, _yaw] call EFUNC(common,setPitchBankYaw);
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};
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} else {
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[] call FUNC(showZeroing);
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};
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};
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[] call FUNC(showZeroing);
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true
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true
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