8515 {
8516 super.HideClothing(optic, state);
8517 array<int> clothingArray = new array<int>;
8518 Clothing clothes;
8519
8521 {
8523 {
8524 clothingArray.Insert(InventorySlots.BACK);
8525 clothingArray.Insert(InventorySlots.SHOULDER);
8526 clothingArray.Insert(InventorySlots.MELEE);
8527 if (optic && optic.
GetCurrentStepFOV() < GameConstants.DZPLAYER_CAMERA_FOV_IRONSIGHTS)
8528 {
8529 clothingArray.Insert(InventorySlots.BODY);
8530 clothingArray.Insert(InventorySlots.VEST);
8531 }
8532
8533 SetInvisibleRecursive(true,this,clothingArray);
8534 }
8535 }
8536
8537 else
8538 {
8540 {
8541 clothingArray = {InventorySlots.BACK,InventorySlots.BODY,InventorySlots.VEST,InventorySlots.SHOULDER,InventorySlots.MELEE};
8542
8543 SetInvisibleRecursive(false,this,clothingArray);
8544 }
8545 }
8546 }
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()