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4b42eb4385
* Merge ST Nightvision * Cleanup * Header cleanup * Add ace setting for fog * Cleanup debug * Manual merge refuel changes * Add new setting for effect scaling * Cleanup * Use ace_common_fnc_getZoom * Fix compat inheritance changes * Fix stringtable * Add category * Tidy function headers * Replace global event with remote event
42 lines
1.3 KiB
Plaintext
42 lines
1.3 KiB
Plaintext
/*
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* Author: BaerMitUmlaut
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* Disables/re-enables NVGs when the player starts/stops aiming down his sight.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: New camera view <STRING>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, "GUNNER"] call ace_nightvision_fnc_onCameraViewChanged
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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", "_cameraView"];
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TRACE_2("onCameraViewChanged",_unit,_cameraView);
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// Refresh goggle effect (e.g. switching to vehicle's NVG)
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[] call FUNC(refreshGoggleType);
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if (GVAR(disableNVGsWithSights) && {(hmd _unit) != ""}) then {
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if ((vehicle _unit == _unit)
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|| {isTurnedOut _unit}
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|| {!([_unit] call EFUNC(common,hasHatch))
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&& {[_unit] call EFUNC(common,getTurretIndex) in ([vehicle _unit] call EFUNC(common,getTurretsFFV))}
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}) then {
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if ((_cameraView == "GUNNER") && {currentVisionMode _unit == 1}) then {
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_unit action ["NVGogglesOff", _unit];
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_unit setVariable [QGVAR(reenableNVGs), true];
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} else {
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if (_unit getVariable [QGVAR(reenableNVGs), false] && {_cameraView != "GUNNER"}) then {
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_unit action ["NVGoggles", _unit];
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_unit setVariable [QGVAR(reenableNVGs), false];
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};
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};
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};
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};
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