ACE3/addons/nightvision/functions/fnc_onCameraViewChanged.sqf
PabstMirror 4b42eb4385
ST Nightvision Effects (#4694)
* 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
2017-12-06 13:15:33 -06:00

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/*
* Author: BaerMitUmlaut
* Disables/re-enables NVGs when the player starts/stops aiming down his sight.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: New camera view <STRING>
*
* Return Value:
* None
*
* Example:
* [player, "GUNNER"] call ace_nightvision_fnc_onCameraViewChanged
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_cameraView"];
TRACE_2("onCameraViewChanged",_unit,_cameraView);
// Refresh goggle effect (e.g. switching to vehicle's NVG)
[] call FUNC(refreshGoggleType);
if (GVAR(disableNVGsWithSights) && {(hmd _unit) != ""}) then {
if ((vehicle _unit == _unit)
|| {isTurnedOut _unit}
|| {!([_unit] call EFUNC(common,hasHatch))
&& {[_unit] call EFUNC(common,getTurretIndex) in ([vehicle _unit] call EFUNC(common,getTurretsFFV))}
}) then {
if ((_cameraView == "GUNNER") && {currentVisionMode _unit == 1}) then {
_unit action ["NVGogglesOff", _unit];
_unit setVariable [QGVAR(reenableNVGs), true];
} else {
if (_unit getVariable [QGVAR(reenableNVGs), false] && {_cameraView != "GUNNER"}) then {
_unit action ["NVGoggles", _unit];
_unit setVariable [QGVAR(reenableNVGs), false];
};
};
};
};