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1c6c4d6bff
* Fix Brackets around code * Update fnc_handleFired.sqf * Shouldn't have changed this one --------- Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
96 lines
4.2 KiB
Plaintext
96 lines
4.2 KiB
Plaintext
["ACE3 Scope Adjustment", QGVAR(AdjustUpMinor), LLSTRING(AdjustUpMinor), {
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// Conditions: canInteract
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if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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[ACE_player] call FUNC(inventoryCheck);
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// Statement
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[ACE_player, ELEVATION_UP, MINOR_INCREMENT] call FUNC(adjustScope);
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}, {false}, [201, [false, false, false]], true] call CBA_fnc_addKeybind;
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["ACE3 Scope Adjustment", QGVAR(AdjustDownMinor), LLSTRING(AdjustDownMinor), {
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// Conditions: canInteract
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if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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[ACE_player] call FUNC(inventoryCheck);
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// Statement
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[ACE_player, ELEVATION_DOWN, MINOR_INCREMENT] call FUNC(adjustScope);
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}, {false}, [209, [false, false, false]], true] call CBA_fnc_addKeybind;
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["ACE3 Scope Adjustment", QGVAR(AdjustLeftMinor), LLSTRING(AdjustLeftMinor), {
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// Conditions: canInteract
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if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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[ACE_player] call FUNC(inventoryCheck);
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// Statement
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[ACE_player, WINDAGE_LEFT, MINOR_INCREMENT] call FUNC(adjustScope);
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}, {false}, [209, [false, true, false]], true] call CBA_fnc_addKeybind;
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["ACE3 Scope Adjustment", QGVAR(AdjustRightMinor), LLSTRING(AdjustRightMinor), {
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// Conditions: canInteract
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if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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[ACE_player] call FUNC(inventoryCheck);
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// Statement
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[ACE_player, WINDAGE_RIGHT, MINOR_INCREMENT] call FUNC(adjustScope);
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}, {false}, [201, [false, true, false]], true] call CBA_fnc_addKeybind;
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["ACE3 Scope Adjustment", QGVAR(AdjustUpMajor), LLSTRING(AdjustUpMajor), {
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// Conditions: canInteract
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if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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[ACE_player] call FUNC(inventoryCheck);
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// Statement
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[ACE_player, ELEVATION_UP, MAJOR_INCREMENT] call FUNC(adjustScope);
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}, {false}, [201, [true, false, false]], true] call CBA_fnc_addKeybind;
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["ACE3 Scope Adjustment", QGVAR(AdjustDownMajor), LLSTRING(AdjustDownMajor), {
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// Conditions: canInteract
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if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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[ACE_player] call FUNC(inventoryCheck);
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// Statement
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[ACE_player, ELEVATION_DOWN, MAJOR_INCREMENT] call FUNC(adjustScope);
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}, {false}, [209, [true, false, false]], true] call CBA_fnc_addKeybind;
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["ACE3 Scope Adjustment", QGVAR(AdjustLeftMajor), LLSTRING(AdjustLeftMajor), {
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// Conditions: canInteract
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if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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[ACE_player] call FUNC(inventoryCheck);
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// Statement
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[ACE_player, WINDAGE_LEFT, MAJOR_INCREMENT] call FUNC(adjustScope);
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}, {false}, [209, [true, true, false]], true] call CBA_fnc_addKeybind;
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["ACE3 Scope Adjustment", QGVAR(AdjustRightMajor), LLSTRING(AdjustRightMajor), {
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// Conditions: canInteract
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if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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[ACE_player] call FUNC(inventoryCheck);
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// Statement
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[ACE_player, WINDAGE_RIGHT, MAJOR_INCREMENT] call FUNC(adjustScope);
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}, {false}, [201, [true, true, false]], true] call CBA_fnc_addKeybind;
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