#include "..\script_component.hpp" /* * Author: KoffeinFlummi, Ruthberg * Updates the zero adjustment of the current scope * * Arguments: * 0: Unit * * Return Value: * true * * Example: * [player] call ace_scopes_fnc_adjustZero * * Public: No */ params ["_unit"]; if (!isNull objectParent _unit) exitWith {false}; private _weaponClass = currentWeapon _unit; private _weaponIndex = [_unit, _weaponClass] call EFUNC(common,getWeaponIndex); if (_weaponIndex < 0) exitWith {false}; private _adjustment = _unit getVariable [QGVAR(Adjustment), [[0, 0, 0], [0, 0, 0], [0, 0, 0]]]; private _zeroing = _adjustment select _weaponIndex; _zeroing params ["_elevation", "_windage", "_zero"]; _zero = round((_zero + _elevation) / MIN_INCREMENT) * MIN_INCREMENT; _elevation = 0; private _opticsClass = ([_unit] call FUNC(getOptics)) select _weaponIndex; if (_zero != 0) then { profileNamespace setVariable [format[QGVAR(PersistentZero_%1_%2), _weaponClass, _opticsClass], _zero]; } else { profileNamespace setVariable [format[QGVAR(PersistentZero_%1_%2), _weaponClass, _opticsClass], nil]; }; [_unit, _elevation, _windage, _zero] call FUNC(applyScopeAdjustment); true