/* * Author: commy2 * Draw the visible laser beams of all cached units. * * Arguments: * None * * Return Value: * None * * Public: No */ #include "script_component.hpp" private _isIR = currentVisionMode ACE_player; if (_isIR == 2) exitWith {}; _isIR = _isIR == 1; private _brightness = 2 - call EFUNC(common,ambientBrightness); { private _weapon = currentWeapon _x; private _laser = (_x weaponAccessories _weapon) select 1; if (_laser != "") then { private _cacheName = format [QGVAR(laser_%1), _laser]; private _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, 100, (_laserID == 2 || _isIR), _brightness] call FUNC(drawLaserpoint); }; }; false } count GVAR(nearUnits);