8167 {
8168 super.HideClothing(optic, state);
8169 array<int> clothingArray = new array<int>;
8170 Clothing clothes;
8171
8173 {
8175 {
8176 clothingArray.Insert(InventorySlots.BACK);
8177 clothingArray.Insert(InventorySlots.SHOULDER);
8178 clothingArray.Insert(InventorySlots.MELEE);
8179 if (optic && optic.
GetCurrentStepFOV() < GameConstants.DZPLAYER_CAMERA_FOV_IRONSIGHTS)
8180 {
8181 clothingArray.Insert(InventorySlots.BODY);
8182 clothingArray.Insert(InventorySlots.VEST);
8183 }
8184
8185 SetInvisibleRecursive(true,this,clothingArray);
8186 }
8187 }
8188
8189 else
8190 {
8192 {
8193 clothingArray = {InventorySlots.BACK,InventorySlots.BODY,InventorySlots.VEST,InventorySlots.SHOULDER,InventorySlots.MELEE};
8194
8195 SetInvisibleRecursive(false,this,clothingArray);
8196 }
8197 }
8198 }
void DayZPlayerCameraOptics(DayZPlayer pPlayer, HumanInputController pInput)
proto native float GetCurrentStepFOV()
returns fov value at current index, or 'OpticsInfo.opticsZoomInit' config value (non-zooming optics)
DayZPlayerCameraBase m_CurrentCamera
DayZPlayerInstanceType
defined in C++
proto native DayZPlayerInstanceType GetInstanceType()