8265 {
8266 super.HideClothing(optic, state);
8267 array<int> clothingArray = new array<int>;
8268 Clothing clothes;
8269
8271 {
8273 {
8274 clothingArray.Insert(InventorySlots.BACK);
8275 clothingArray.Insert(InventorySlots.SHOULDER);
8276 clothingArray.Insert(InventorySlots.MELEE);
8277 if (optic && optic.
GetCurrentStepFOV() < GameConstants.DZPLAYER_CAMERA_FOV_IRONSIGHTS)
8278 {
8279 clothingArray.Insert(InventorySlots.BODY);
8280 clothingArray.Insert(InventorySlots.VEST);
8281 }
8282
8283 SetInvisibleRecursive(true,this,clothingArray);
8284 }
8285 }
8286
8287 else
8288 {
8290 {
8291 clothingArray = {InventorySlots.BACK,InventorySlots.BODY,InventorySlots.VEST,InventorySlots.SHOULDER,InventorySlots.MELEE};
8292
8293 SetInvisibleRecursive(false,this,clothingArray);
8294 }
8295 }
8296 }
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()