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09c3187c21
* Client side setting to choose the preferred zeroing method * Replicates the behaviour of the vanilla zeroing system
33 lines
981 B
Plaintext
33 lines
981 B
Plaintext
/*
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* Author: KoffeinFlummi, Ruthberg
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* Checks if the unit can change the zero adjustment of the current scope
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*
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* Arguments:
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* 0: Unit <OBJECT>
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*
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* Return Value:
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* Can we update the zero reference? <BOOL>
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*
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* Example:
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* [player] call ace_scopes_fnc_canAdjustZero
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit"];
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if (cameraView == "GUNNER") exitWith {false};
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if (vehicle _unit != _unit) exitWith {false};
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if (GVAR(simplifiedZeroing)) exitWith {false};
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if (!(missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false])) exitWith {false};
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private _weaponIndex = [_unit, currentWeapon _unit] call EFUNC(common,getWeaponIndex);
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if (_weaponIndex < 0) exitWith {false};
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private _adjustment = _unit getVariable [QGVAR(Adjustment), [[0, 0, 0], [0, 0, 0], [0, 0, 0]]];
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private _elevation = (_adjustment select _weaponIndex) select 0;
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// You can only adjust your zero reference, if your relative elevation setting is not 0
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_elevation != 0
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