ACE3/addons/scopes/functions/fnc_canResetZero.sqf
Mike-MF 1c6c4d6bff
All - Fix parentheses around code (#10073)
* Fix Brackets around code

* Update fnc_handleFired.sqf

* Shouldn't have changed this one

---------

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
2024-06-18 14:08:03 +00:00

32 lines
904 B
Plaintext

#include "..\script_component.hpp"
/*
* Author: KoffeinFlummi, Ruthberg
* Checks if the unit can reset the zero adjustment of the current scope
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* Can we reset the zero reference? <BOOL>
*
* Example:
* [player] call ace_scopes_fnc_canResetZero
*
* Public: No
*/
params ["_unit"];
if (cameraView == "GUNNER") exitWith {false};
if (!isNull objectParent _unit) exitWith {false};
if !(missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) exitWith {false};
private _weaponIndex = [_unit, currentWeapon _unit] call EFUNC(common,getWeaponIndex);
if (_weaponIndex < 0) exitWith {false};
private _adjustment = _unit getVariable [QGVAR(Adjustment), [[0, 0, 0], [0, 0, 0], [0, 0, 0]]];
private _zero = (_adjustment select _weaponIndex) select 2;
// You can only reset your zero reference, if it is not 0 already
_zero != 0