mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
b556097896
still lots of spawns and waitUntils in there
70 lines
2.1 KiB
Plaintext
70 lines
2.1 KiB
Plaintext
/*
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* Author: KoffeinFlummi
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*
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* Changes the adjustment for the current scope
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*
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* Arguments:
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* 0: Horizontal adjustment
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* 1: Vertical adjustment
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*
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* Return Value:
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* True
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*/
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#include "script_component.hpp"
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private ["_unit", "_weapons", "_zeroing", "_pitchbankyaw", "_pitch", "_bank", "_yaw", "_hint"];
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_unit = _this select 0;
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_weapons = [
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primaryWeapon _unit,
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secondaryWeapon _unit,
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handgunWeapon _unit
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];
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if (isNil QGVAR(Adjustment)) then {
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GVAR(Adjustment) = [[0,0], [0,0], [0,0]];
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};
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_zeroing = GVAR(Adjustment) select (_weapons find (currentWeapon _unit));
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_zeroing set [0, (round (((_zeroing select 0) + (_this select 1)) * 10)) / 10];
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_zeroing set [1, (round (((_zeroing select 1) + (_this select 2)) * 10)) / 10];
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GVAR(Adjustment) set [_weapons find (currentWeapon _unit), _zeroing];
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playSound (["ACE_Scopes_Click_1", "ACE_Scopes_Click_2", "ACE_Scopes_Click_3"] select floor random 3);
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// slightly rotate the player if looking through optic
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if (cameraView == "GUNNER") then {
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_pitchbankyaw = [_unit] call EFUNC(common,getPitchBankYaw);
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// these are not exact mil-to-degree conversions, but instead chosen
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// to minimize the effect of rounding errors
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_pitch = (_pitchbankyaw select 0) + ((_this select 2) * -0.04);
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_bank = _pitchbankyaw select 1;
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_yaw = (_pitchbankyaw select 2) + ((_this select 1) * -0.04);
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[_unit, _pitch, _bank, _yaw] call EFUNC(common,setPitchBankYaw)
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};
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_display = uiNamespace getVariable [QGVAR(ZeroingDisplay), displayNull];
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if !(isNull _display) then {
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_vertical = _display displayCtrl 925002;
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_horizontal = _display displayCtrl 925003;
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_vertical ctrlSetText (str (_zeroing select 1));
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_horizontal ctrlSetText (str (_zeroing select 0));
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};
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if (!isNull (missionNamespace getVariable [QGVAR(fadeScript), scriptNull])) then {
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terminate GVAR(fadeScript);
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};
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if (cameraView != "GUNNER") then {
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GVAR(fadeScript) = 0 spawn {
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_layer = [QGVAR(Zeroing)] call BIS_fnc_rscLayer;
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_layer cutRsc [QGVAR(Zeroing), "PLAIN", 0, false];
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sleep 3;
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_layer cutFadeOut 2;
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};
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};
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true
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