["ACE3 Scope Adjustment", QGVAR(AdjustUpMinor), LLSTRING(AdjustUpMinor), { // Conditions: canInteract if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false}; [ACE_player] call FUNC(inventoryCheck); // Statement [ACE_player, ELEVATION_UP, MINOR_INCREMENT] call FUNC(adjustScope); }, {false}, [201, [false, false, false]], true] call CBA_fnc_addKeybind; ["ACE3 Scope Adjustment", QGVAR(AdjustDownMinor), LLSTRING(AdjustDownMinor), { // Conditions: canInteract if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false}; [ACE_player] call FUNC(inventoryCheck); // Statement [ACE_player, ELEVATION_DOWN, MINOR_INCREMENT] call FUNC(adjustScope); }, {false}, [209, [false, false, false]], true] call CBA_fnc_addKeybind; ["ACE3 Scope Adjustment", QGVAR(AdjustLeftMinor), LLSTRING(AdjustLeftMinor), { // Conditions: canInteract if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false}; [ACE_player] call FUNC(inventoryCheck); // Statement [ACE_player, WINDAGE_LEFT, MINOR_INCREMENT] call FUNC(adjustScope); }, {false}, [209, [false, true, false]], true] call CBA_fnc_addKeybind; ["ACE3 Scope Adjustment", QGVAR(AdjustRightMinor), LLSTRING(AdjustRightMinor), { // Conditions: canInteract if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false}; [ACE_player] call FUNC(inventoryCheck); // Statement [ACE_player, WINDAGE_RIGHT, MINOR_INCREMENT] call FUNC(adjustScope); }, {false}, [201, [false, true, false]], true] call CBA_fnc_addKeybind; ["ACE3 Scope Adjustment", QGVAR(AdjustUpMajor), LLSTRING(AdjustUpMajor), { // Conditions: canInteract if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false}; [ACE_player] call FUNC(inventoryCheck); // Statement [ACE_player, ELEVATION_UP, MAJOR_INCREMENT] call FUNC(adjustScope); }, {false}, [201, [true, false, false]], true] call CBA_fnc_addKeybind; ["ACE3 Scope Adjustment", QGVAR(AdjustDownMajor), LLSTRING(AdjustDownMajor), { // Conditions: canInteract if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false}; [ACE_player] call FUNC(inventoryCheck); // Statement [ACE_player, ELEVATION_DOWN, MAJOR_INCREMENT] call FUNC(adjustScope); }, {false}, [209, [true, false, false]], true] call CBA_fnc_addKeybind; ["ACE3 Scope Adjustment", QGVAR(AdjustLeftMajor), LLSTRING(AdjustLeftMajor), { // Conditions: canInteract if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false}; [ACE_player] call FUNC(inventoryCheck); // Statement [ACE_player, WINDAGE_LEFT, MAJOR_INCREMENT] call FUNC(adjustScope); }, {false}, [209, [true, true, false]], true] call CBA_fnc_addKeybind; ["ACE3 Scope Adjustment", QGVAR(AdjustRightMajor), LLSTRING(AdjustRightMajor), { // Conditions: canInteract if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false}; [ACE_player] call FUNC(inventoryCheck); // Statement [ACE_player, WINDAGE_RIGHT, MAJOR_INCREMENT] call FUNC(adjustScope); }, {false}, [201, [true, true, false]], true] call CBA_fnc_addKeybind;