/* * Author: KoffeinFlummi * * Changes the adjustment for the current scope * * Arguments: * 0: Horizontal adjustment * 1: Vertical adjustment * * Return Value: * True */ private ["_unit", "_weapons", "_zeroing", "_pitchbankyaw", "_pitch", "_bank", "_yaw", "_hint"]; _unit = _this select 0; _weapons = [ primaryWeapon _unit, secondaryWeapon _unit, handgunWeapon _unit ]; if (isNil "AGM_Scopes_Adjustment") then { AGM_Scopes_Adjustment = [[0,0], [0,0], [0,0]]; }; _zeroing = AGM_Scopes_Adjustment select (_weapons find (currentWeapon _unit)); _zeroing set [0, (round (((_zeroing select 0) + (_this select 1)) * 10)) / 10]; _zeroing set [1, (round (((_zeroing select 1) + (_this select 2)) * 10)) / 10]; AGM_Scopes_Adjustment set [_weapons find (currentWeapon _unit), _zeroing]; playSound (["AGM_Scopes_Click_1", "AGM_Scopes_Click_2", "AGM_Scopes_Click_3"] select floor random 3); // slightly rotate the player if looking through optic if (cameraView == "GUNNER") then { _pitchbankyaw = [_unit] call AGM_Core_fnc_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 AGM_Core_fnc_setPitchBankYaw; }; _display = uiNamespace getVariable ["AGM_Scopes_ZeroingDisplay", displayNull]; if !(isNull _display) then { _vertical = _display displayCtrl 925002; _horizontal = _display displayCtrl 925003; _vertical ctrlSetText (str (_zeroing select 1)); _horizontal ctrlSetText (str (_zeroing select 0)); }; if (!isNull (missionNamespace getVariable ["AGM_Scopes_fadeScript", scriptNull])) then { terminate AGM_Scopes_fadeScript; }; if (cameraView != "GUNNER") then { AGM_Scopes_fadeScript = 0 spawn { _layer = ["AGM_Scope_Zeroing"] call BIS_fnc_rscLayer; _layer cutRsc ["AGM_Scope_Zeroing", "PLAIN", 0, false]; sleep 3; _layer cutFadeOut 2; }; }; true