/* * Author: KoffeinFlummi, Ruthberg * Applies the adjustment for the current scope * * Argument: * 0: Unit * 1: Absolute elevation * 2: Absolute windage * 3: Absolute zero reference * * Return value: * True * * Public: No */ #include "script_component.hpp" EXPLODE_4_PVT(_this,_unit,_elevation,_windage,_zero); private ["_adjustmentDifference", "_pitchbankyaw", "_pitch", "_bank", "_yaw", "_adjustment", "_weaponIndex"]; _weaponIndex = [_unit, currentWeapon _unit] call EFUNC(common,getWeaponIndex); _adjustment = _unit getVariable QGVAR(Adjustment); if (isNil "_adjustment") then { // [Windage, Elevation, Zero] _adjustment = [[0,0,0], [0,0,0], [0,0,0]]; _unit setVariable [QGVAR(Adjustment), _adjustment]; }; _adjustmentDifference = (_adjustment select _weaponIndex) vectorDiff [_elevation, _windage, _zero]; _adjustment set [_weaponIndex, [_elevation, _windage, _zero]]; [_unit, QGVAR(Adjustment), _adjustment, 0.5] call EFUNC(common,setVariablePublic); playSound (["ACE_Scopes_Click_1", "ACE_Scopes_Click_2", "ACE_Scopes_Click_3"] select floor random 3); // slightly rotate the player if looking through optic if (cameraView == "GUNNER") then { // Convert adjustmentDifference from mils to degrees _adjustmentDifference = [_adjustmentDifference, {_this * 0.05625}] call EFUNC(common,map); _pitchbankyaw = [_unit] call EFUNC(common,getPitchBankYaw); _pitch = (_pitchbankyaw select 0) + (_adjustmentDifference select 0); _bank = (_pitchbankyaw select 1); _yaw = (_pitchbankyaw select 2) + (_adjustmentDifference select 1); [_unit, _pitch, _bank, _yaw] call EFUNC(common,setPitchBankYaw); } else { [] call FUNC(showZeroing); }; true