#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_sightDetach; * * Public: No */ params ["_target", "_unit"]; params ["_target", "_unit", ["_event", false]]; TRACE_3("sightDetach",_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), false, true]; _target animate ["optic_hide", 1]; _target removeWeapon QGVAR(superStatic); _target addWeapon QGVAR(dummyStatic); TRACE_2("removed sight",_target weaponsTurret [0],_target animationPhase "optic_hide"); } else { if ((binocular _unit) == "") then { _unit addWeapon QGVAR(sight); } else { [_unit, QGVAR(sight)] call EFUNC(common,addToInventory); }; [QGVAR(detachSight), [_target, _unit, true]] call CBA_fnc_globalEvent; };