DayZPlayerCameraOptics handles this separately, otherwise it takes active NVType from PlayerBase::GetCameraNVType.
479 {
480
481 if (
GetGame().GetMission() &&
GetGame().GetMission().GetEffectWidgets())
483
484 switch (NVtype)
485 {
487 {
488 PPERequesterBank.GetRequester(PPERequester_CameraNV).Stop();
489 }
490 break;
491
492
493 case NVTypes.NV_OPTICS_KAZUAR_NIGHT:
494 case NVTypes.NV_OPTICS_STARLIGHT_NIGHT:
496 {
497 PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_DEFAULT_OPTICS) );
498 }
499 break;
500
501
502 case NVTypes.NV_OPTICS_KAZUAR_DAY:
503 case NVTypes.NV_OPTICS_STARLIGHT_DAY:
504 {
505 PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_DAYTIME_OPTICS) );
506 }
507 break;
508
511 {
512 PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_NO_BATTERY) );
513 }
514 break;
515
517 {
518 PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_DEFAULT_GLASSES) );
519 if (
GetGame().GetMission() &&
GetGame().GetMission().GetEffectWidgets())
521 }
522 break;
523
525 {
526 PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_DEFAULT_GLASSES) );
527 }
528 break;
529
531 {
532 PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_PUMPKIN) );
533 if (
GetGame().GetMission() &&
GetGame().GetMission().GetEffectWidgets())
535 }
536 break;
537 }
538
540 {
542 }
543 }
proto native Mission GetMission()
GameplayEffectWidgets_base GetEffectWidgets()
proto native CGame GetGame()