DayZPlayerCameraOptics handles this separately, otherwise it takes active NVType from PlayerBase::GetCameraNVType.
478 {
479
480 switch (NVtype)
481 {
483 {
484 PPERequesterBank.GetRequester(PPERequester_CameraNV).Stop();
485 if (
GetGame().GetMission() &&
GetGame().GetMission().GetEffectWidgets())
486 {
489 }
490 }
491 break;
492
493
494 case NVTypes.NV_OPTICS_KAZUAR_NIGHT:
495 case NVTypes.NV_OPTICS_STARLIGHT_NIGHT:
497 {
498 PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_DEFAULT_OPTICS) );
499 if (
GetGame().GetMission() &&
GetGame().GetMission().GetEffectWidgets())
500 {
503 }
504 }
505 break;
506
507
508 case NVTypes.NV_OPTICS_KAZUAR_DAY:
509 case NVTypes.NV_OPTICS_STARLIGHT_DAY:
510 {
511 PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_DAYTIME_OPTICS) );
512 if (
GetGame().GetMission() &&
GetGame().GetMission().GetEffectWidgets())
513 {
516 }
517 }
518 break;
519
522 {
523 PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_NO_BATTERY) );
524 if (
GetGame().GetMission() &&
GetGame().GetMission().GetEffectWidgets())
525 {
528 }
529 }
530 break;
531
533 {
534 PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_DEFAULT_GLASSES) );
535 if (
GetGame().GetMission() &&
GetGame().GetMission().GetEffectWidgets())
536 {
539 }
540 }
541 break;
542
544 {
545 PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_PUMPKIN) );
546 if (
GetGame().GetMission() &&
GetGame().GetMission().GetEffectWidgets())
547 {
550 }
551 }
552 break;
553 }
554
556 {
558 }
559 }
proto native Mission GetMission()
GameplayEffectWidgets_base GetEffectWidgets()
proto native CGame GetGame()