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()