/* * Author: KoffeinFlummi, Ruthberg * Applies the adjustment for the current scope * * Arguments: * 0: Unit * 1: Absolute elevation * 2: Absolute windage * 3: Absolute zero reference * * Return Value: * True * * Example: * [player, 1.3, 0.3, 0.1] call ace_scopes_fnc_applyScopeAdjustment * * Public: No */ #include "script_component.hpp" params ["_unit", "_elevation", "_windage", "_zero"]; private _weaponIndex = [_unit, currentWeapon _unit] call EFUNC(common,getWeaponIndex); private _adjustment = _unit getVariable [QGVAR(Adjustment), [[0, 0, 0], [0, 0, 0], [0, 0, 0]]]; private _adjustmentDifference = (_adjustment select _weaponIndex) vectorDiff [_elevation, _windage, _zero]; if (_adjustmentDifference isEqualTo [0,0,0]) exitWith {false}; // Don't coninue if no adjustment is made _adjustment set [_weaponIndex, [_elevation, _windage, _zero]]; [_unit, QGVAR(Adjustment), _adjustment, 0.5] call EFUNC(common,setVariablePublic); playSound selectRandom ["ACE_Scopes_Click_1", "ACE_Scopes_Click_2", "ACE_Scopes_Click_3"]; // slightly rotate the player if looking through optic if (cameraView == "GUNNER") then { if (!GVAR(simplifiedZeroing)) then { // Convert adjustmentDifference from mils to degrees _adjustmentDifference = _adjustmentDifference apply {MRAD_TO_DEG(_x)}; _adjustmentDifference params ["_elevationDifference", "_windageDifference"]; private _pitchBankYaw = [_unit] call EFUNC(common,getPitchBankYaw); _pitchBankYaw params ["_pitch", "_bank", "_yaw"]; _pitch = _pitch + _elevationDifference; _yaw = _yaw + _windageDifference; [_unit, _pitch, _bank, _yaw] call EFUNC(common,setPitchBankYaw); }; } else { [] call FUNC(showZeroing); }; true