/* * Author: KoffeinFlummi * * Initializes vars needed for scope adjustment and watches for scope changes. * * Arguments: * None * * Return Value: * None */ #include "script_component.hpp" GVAR(fadeScript) = scriptNull; // show overlay after changing weapon/optic 0 spawn { _layer = [QGVAR(Zeroing)] call BIS_fnc_rscLayer; while {True} do { waitUntil {[ACE_player, 0,0] call FUNC(canAdjustScope)}; _layer cutRsc [QGVAR(Zeroing), "PLAIN", 0, false]; sleep 3; _layer cutFadeOut 2; _weapon = currentWeapon ACE_player; _optics = [ACE_player] call FUNC(getOptics); waitUntil {sleep 0.05; !(_optics isEqualTo ([ACE_player] call FUNC(getOptics))) or (currentWeapon ACE_player != _weapon)}; }; }; // instantly hide when scoping in 0 spawn { _layer = [QGVAR(Zeroing)] call BIS_fnc_rscLayer; while {True} do { waitUntil {sleep 0.05; cameraView == "GUNNER"}; if !(isNull GVAR(fadeScript)) then { terminate GVAR(fadeScript); }; _layer cutText ["", "PLAIN", 0]; }; };