ACE3/addons/scopes/initKeybinds.inc.sqf
Mike-MF 1c6c4d6bff
All - Fix parentheses around code (#10073)
* Fix Brackets around code

* Update fnc_handleFired.sqf

* Shouldn't have changed this one

---------

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
2024-06-18 14:08:03 +00:00

96 lines
4.2 KiB
Plaintext

["ACE3 Scope Adjustment", QGVAR(AdjustUpMinor), LLSTRING(AdjustUpMinor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
[ACE_player] call FUNC(inventoryCheck);
// Statement
[ACE_player, ELEVATION_UP, MINOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [201, [false, false, false]], true] call CBA_fnc_addKeybind;
["ACE3 Scope Adjustment", QGVAR(AdjustDownMinor), LLSTRING(AdjustDownMinor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
[ACE_player] call FUNC(inventoryCheck);
// Statement
[ACE_player, ELEVATION_DOWN, MINOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [209, [false, false, false]], true] call CBA_fnc_addKeybind;
["ACE3 Scope Adjustment", QGVAR(AdjustLeftMinor), LLSTRING(AdjustLeftMinor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
[ACE_player] call FUNC(inventoryCheck);
// Statement
[ACE_player, WINDAGE_LEFT, MINOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [209, [false, true, false]], true] call CBA_fnc_addKeybind;
["ACE3 Scope Adjustment", QGVAR(AdjustRightMinor), LLSTRING(AdjustRightMinor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
[ACE_player] call FUNC(inventoryCheck);
// Statement
[ACE_player, WINDAGE_RIGHT, MINOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [201, [false, true, false]], true] call CBA_fnc_addKeybind;
["ACE3 Scope Adjustment", QGVAR(AdjustUpMajor), LLSTRING(AdjustUpMajor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
[ACE_player] call FUNC(inventoryCheck);
// Statement
[ACE_player, ELEVATION_UP, MAJOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [201, [true, false, false]], true] call CBA_fnc_addKeybind;
["ACE3 Scope Adjustment", QGVAR(AdjustDownMajor), LLSTRING(AdjustDownMajor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
[ACE_player] call FUNC(inventoryCheck);
// Statement
[ACE_player, ELEVATION_DOWN, MAJOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [209, [true, false, false]], true] call CBA_fnc_addKeybind;
["ACE3 Scope Adjustment", QGVAR(AdjustLeftMajor), LLSTRING(AdjustLeftMajor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
[ACE_player] call FUNC(inventoryCheck);
// Statement
[ACE_player, WINDAGE_LEFT, MAJOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [209, [true, true, false]], true] call CBA_fnc_addKeybind;
["ACE3 Scope Adjustment", QGVAR(AdjustRightMajor), LLSTRING(AdjustRightMajor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
[ACE_player] call FUNC(inventoryCheck);
// Statement
[ACE_player, WINDAGE_RIGHT, MAJOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [201, [true, true, false]], true] call CBA_fnc_addKeybind;