/* * 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 * * Example: * [player, 1.3, 0.3, 0.1] call ace_scopes_fnc_applyScopeAdjustment * * Public: No */ #include "script_component.hpp" private ["_adjustmentDifference", "_pitchBankYaw", "_adjustment", "_weaponIndex"]; params ["_unit", "_elevation", "_windage", "_zero"]; _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); _adjustmentDifference params ["_elevationDifference", "_windageDifference"]; _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