#include "..\script_component.hpp" /* * Author: tcvm * Attaches the sighting unit to the Dragon missile. * * Arguments: * 0: Target * 1: Unit Performing Action * 2: Is event (function recursives globaly to set weapon where turret is local) (default: false) * * Return Value: * Can Attach Sighting Unit * * Example: * [cursorObject, player] call ace_dragon_fnc_sightAttach * * Public: No */ params ["_target", "_unit", ["_event", false]]; TRACE_3("sightAttach",_target,_unit,_event); if (_event isEqualTo true) then { // this is actually needed as 3rd arg may not be bool if !(_target turretLocal [0]) exitWith {}; _target setVariable [QGVAR(sightAttached), true, true]; _target animate ["optic_hide", 0]; _target addWeapon QGVAR(superStatic); _target removeWeapon QGVAR(dummyStatic); TRACE_2("added sight",_target weaponsTurret [0],_target animationPhase "optic_hide"); } else { _unit removeWeapon QGVAR(sight); [QGVAR(attachSight), [_target, _unit, true]] call CBA_fnc_globalEvent; };