ACE3/addons/scopes/functions/fnc_getCurrentZeroRange.sqf
ulteq 09c3187c21
Scopes - Adds simplified zeroing subsystem (#5787)
* Client side setting to choose the preferred zeroing method
* Replicates the behaviour of the vanilla zeroing system
2017-11-29 11:38:19 +01:00

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/*
* Author: Ruthberg
* Gets the zero range of the currently used optic
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* current zero range <NUMBER>
*
* Example:
* [player] call ace_scopes_fnc_getCurrentZeroRange
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit"];
if (!GVAR(enabled)) exitWith { currentZeroing _unit };
private _weaponIndex = [_unit, currentWeapon _unit] call EFUNC(common,getWeaponIndex);
if (_weaponIndex < 0) exitWith { currentZeroing _unit };
if (GVAR(simplifiedZeroing)) exitWith {
private _adjustment = _unit getVariable [QGVAR(Adjustment), [[0, 0, 0], [0, 0, 0], [0, 0, 0]]];
((_adjustment select _weaponIndex) select 0)
};
private _optic = GVAR(Optics) select _weaponIndex;
private _opticConfig = if (_optic != "") then {
(configFile >> "CfgWeapons" >> _optic)
} else {
(configFile >> "CfgWeapons" >> (GVAR(Guns) select _weaponIndex))
};
private _zeroRange = currentZeroing _unit;
if (GVAR(overwriteZeroRange) && {GVAR(canAdjustElevation) select _weaponIndex}) then {
_zeroRange = GVAR(defaultZeroRange);
};
if (isNumber (_opticConfig >> "ACE_ScopeZeroRange")) then {
_zeroRange = getNumber(_opticConfig >> "ACE_ScopeZeroRange");
};
_zeroRange