mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
1c6c4d6bff
* Fix Brackets around code * Update fnc_handleFired.sqf * Shouldn't have changed this one --------- Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
32 lines
904 B
Plaintext
32 lines
904 B
Plaintext
#include "..\script_component.hpp"
|
|
/*
|
|
* Author: KoffeinFlummi, Ruthberg
|
|
* Checks if the unit can reset the zero adjustment of the current scope
|
|
*
|
|
* Arguments:
|
|
* 0: Unit <OBJECT>
|
|
*
|
|
* Return Value:
|
|
* Can we reset the zero reference? <BOOL>
|
|
*
|
|
* Example:
|
|
* [player] call ace_scopes_fnc_canResetZero
|
|
*
|
|
* Public: No
|
|
*/
|
|
|
|
params ["_unit"];
|
|
|
|
if (cameraView == "GUNNER") exitWith {false};
|
|
if (!isNull objectParent _unit) exitWith {false};
|
|
if !(missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) exitWith {false};
|
|
|
|
private _weaponIndex = [_unit, currentWeapon _unit] call EFUNC(common,getWeaponIndex);
|
|
if (_weaponIndex < 0) exitWith {false};
|
|
|
|
private _adjustment = _unit getVariable [QGVAR(Adjustment), [[0, 0, 0], [0, 0, 0], [0, 0, 0]]];
|
|
private _zero = (_adjustment select _weaponIndex) select 2;
|
|
|
|
// You can only reset your zero reference, if it is not 0 already
|
|
_zero != 0
|