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9cad5873d0
* Allows you to reset any zero adjustment on your current scope
43 lines
1.1 KiB
Plaintext
43 lines
1.1 KiB
Plaintext
/*
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* Author: KoffeinFlummi, Ruthberg
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* Updates 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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* true <BOOL>
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*
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* Example:
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* [player] call ace_scopes_fnc_adjustZero
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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 (vehicle _unit != _unit) exitWith {false};
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private _weaponClass = currentWeapon _unit;
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private _weaponIndex = [_unit, _weaponClass] 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 _zeroing = _adjustment select _weaponIndex;
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_zeroing params ["_elevation", "_windage", "_zero"];
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_zero = round((_zero + _elevation) * 10) / 10;
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_elevation = 0;
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private _opticsClass = ([_unit] call FUNC(getOptics)) select _weaponIndex;
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if (_zero != 0) then {
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profileNamespace setVariable [format[QGVAR(PersistentZero_%1_%2), _weaponClass, _opticsClass], _zero];
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} else {
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profileNamespace setVariable [format[QGVAR(PersistentZero_%1_%2), _weaponClass, _opticsClass], nil];
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};
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[_unit, _elevation, _windage, _zero] call FUNC(applyScopeAdjustment);
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true
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