mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
68 lines
2.0 KiB
Plaintext
68 lines
2.0 KiB
Plaintext
/*
|
|
* Author: KoffeinFlummi
|
|
*
|
|
* Changes the adjustment for the current scope
|
|
*
|
|
* Arguments:
|
|
* 0: Horizontal adjustment
|
|
* 1: Vertical adjustment
|
|
*
|
|
* Return Value:
|
|
* True
|
|
*/
|
|
|
|
private ["_unit", "_weapons", "_zeroing", "_pitchbankyaw", "_pitch", "_bank", "_yaw", "_hint"];
|
|
|
|
_unit = _this select 0;
|
|
|
|
_weapons = [
|
|
primaryWeapon _unit,
|
|
secondaryWeapon _unit,
|
|
handgunWeapon _unit
|
|
];
|
|
|
|
if (isNil "AGM_Scopes_Adjustment") then {
|
|
AGM_Scopes_Adjustment = [[0,0], [0,0], [0,0]];
|
|
};
|
|
|
|
_zeroing = AGM_Scopes_Adjustment select (_weapons find (currentWeapon _unit));
|
|
_zeroing set [0, (round (((_zeroing select 0) + (_this select 1)) * 10)) / 10];
|
|
_zeroing set [1, (round (((_zeroing select 1) + (_this select 2)) * 10)) / 10];
|
|
|
|
AGM_Scopes_Adjustment set [_weapons find (currentWeapon _unit), _zeroing];
|
|
|
|
playSound (["AGM_Scopes_Click_1", "AGM_Scopes_Click_2", "AGM_Scopes_Click_3"] select floor random 3);
|
|
|
|
// slightly rotate the player if looking through optic
|
|
if (cameraView == "GUNNER") then {
|
|
_pitchbankyaw = [_unit] call AGM_Core_fnc_getPitchBankYaw;
|
|
// these are not exact mil-to-degree conversions, but instead chosen
|
|
// to minimize the effect of rounding errors
|
|
_pitch = (_pitchbankyaw select 0) + ((_this select 2) * -0.04);
|
|
_bank = _pitchbankyaw select 1;
|
|
_yaw = (_pitchbankyaw select 2) + ((_this select 1) * -0.04);
|
|
[_unit, _pitch, _bank, _yaw] call AGM_Core_fnc_setPitchBankYaw;
|
|
};
|
|
|
|
_display = uiNamespace getVariable ["AGM_Scopes_ZeroingDisplay", displayNull];
|
|
if !(isNull _display) then {
|
|
_vertical = _display displayCtrl 925002;
|
|
_horizontal = _display displayCtrl 925003;
|
|
_vertical ctrlSetText (str (_zeroing select 1));
|
|
_horizontal ctrlSetText (str (_zeroing select 0));
|
|
};
|
|
|
|
if (!isNull (missionNamespace getVariable ["AGM_Scopes_fadeScript", scriptNull])) then {
|
|
terminate AGM_Scopes_fadeScript;
|
|
};
|
|
if (cameraView != "GUNNER") then {
|
|
AGM_Scopes_fadeScript = 0 spawn {
|
|
_layer = ["AGM_Scope_Zeroing"] call BIS_fnc_rscLayer;
|
|
_layer cutRsc ["AGM_Scope_Zeroing", "PLAIN", 0, false];
|
|
sleep 3;
|
|
_layer cutFadeOut 2;
|
|
};
|
|
};
|
|
|
|
true
|