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scopes: switch throttledPublicVariable by setVariablePublic
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@ -32,7 +32,7 @@ _zeroing set [1, (round (((_zeroing select 1) + (_this select 2)) * 10)) / 10];
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// Change the adjustment array
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_adjustment set [_weaponIndex, _zeroing];
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[_unit, QGVAR(Adjustment), 0.5] call EFUNC(common,throttledPublicVariable);
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[_unit, QGVAR(Adjustment), _adjustment, 0.5] call EFUNC(common,setVariablePublic);
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playSound (["ACE_Scopes_Click_1", "ACE_Scopes_Click_2", "ACE_Scopes_Click_3"] select floor random 3);
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@ -20,7 +20,7 @@ _adjustment = ACE_player getVariable QGVAR(Adjustment);
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if (isNil "_adjustment") then {
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_adjustment = [[0,0], [0,0], [0,0]];
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ACE_player setVariable [QGVAR(Adjustment), _adjustment];
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[ACE_player, QGVAR(Adjustment), 0.5] call EFUNC(common,throttledPublicVariable);
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[ACE_player, QGVAR(Adjustment), _adjustment, 0.5] call EFUNC(common,setVariablePublic);
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};
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if (isNil QGVAR(Optics)) then {
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@ -33,7 +33,7 @@ _newOptics = [_player] call FUNC(getOptics);
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// The optic for this weapon changed, set adjustment to zero
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if !((_adjustment select _foreachindex) isEqualTo [0,0]) then {
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_adjustment set [_forEachIndex, [0,0]];
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[ACE_player, QGVAR(Adjustment), 0.5] call EFUNC(common,throttledPublicVariable);
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[ACE_player, QGVAR(Adjustment), _adjustment, 0.5] call EFUNC(common,setVariablePublic);
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};
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};
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} forEach GVAR(Optics);
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