// by commy2 #include "script_component.hpp" _brightness = 2 - call EFUNC(common,ambientBrightness); _isIR = currentVisionMode ACE_player; if (_isIR == 2) exitWith {}; _isIR = _isIR == 1; { _weapon = currentWeapon _x; _laser = switch (_weapon) do { case (""): {""}; case (primaryWeapon _x): { primaryWeaponItems _x select 1; }; case (secondaryWeapon _x): { secondaryWeaponItems _x select 1; }; case (handgunWeapon _x): { handgunItems _x select 1; }; default {""}; }; if (_laser != "") then { _cacheName = format [QGVAR(laser_%1), _laser]; _laserID = missionNamespace getVariable [_cacheName, -1]; if (missionNamespace getVariable [_cacheName, -1] == -1) then { _laserID = getNumber (configFile >> "CfgWeapons" >> _laser >> "ACE_laserpointer"); missionNamespace setVariable [_cacheName, _laserID]; }; if (_laserID > 0 && {_x isFlashlightOn _weapon}) then { [_x, 50, _laserID == 2 || _isIR] call FUNC(drawLaserpoint); }; }; } forEach GVAR(nearUnits);