/* * Author: KoffeinFlummi * Changes the adjustment for the current scope * * Argument: * 0: Unit * 1: Horizontal adjustment * 2: Vertical adjustment * * Return value: * True * * Public: No */ #include "script_component.hpp" private ["_unit", "_weapons", "_zeroing", "_pitchbankyaw", "_pitch", "_bank", "_yaw", "_hint"]; _unit = _this select 0; _weaponIndex = [_unit, currentWeapon _unit] call EFUNC(common,getWeaponIndex); _adjustment = _unit getVariable QGVAR(Adjustment); if (isNil "_adjustment") then { _adjustment = [[0,0], [0,0], [0,0]]; _unit setVariable [QGVAR(Adjustment), _adjustment]; }; _zeroing = _adjustment select _weaponIndex; _zeroing set [0, (round (((_zeroing select 0) + (_this select 1)) * 10)) / 10]; _zeroing set [1, (round (((_zeroing select 1) + (_this select 2)) * 10)) / 10]; // Change the adjustment array _adjustment set [_weaponIndex, _zeroing]; [_unit, QGVAR(Adjustment), _adjustment, 0.5] call EFUNC(common,setVariablePublic); playSound (["ACE_Scopes_Click_1", "ACE_Scopes_Click_2", "ACE_Scopes_Click_3"] select floor random 3); // slightly rotate the player if looking through optic if (cameraView == "GUNNER") then { _pitchbankyaw = [_unit] call EFUNC(common,getPitchBankYaw); // these are not exact mil-to-degree conversions, but instead chosen // to minimize the effect of rounding errors _pitch = (_pitchbankyaw select 0) + ((_this select 2) * -0.04); _bank = _pitchbankyaw select 1; _yaw = (_pitchbankyaw select 2) + ((_this select 1) * -0.04); [_unit, _pitch, _bank, _yaw] call EFUNC(common,setPitchBankYaw) } else { [] call FUNC(showZeroing); }; true