7 Rangefinder rangefinder = Rangefinder.Cast(item);
10 m_Text =
"#use_range_finder";
30 player.SetIronsights(
false);
31 player.SetHandheldOpticsInUse(
true);
32 player.SetOptics(
true);
35 if ( NVGoggles.Cast(optic) && optic.ConfigIsExisting(
"simpleHiddenSelections") )
37 optic.SetSimpleHiddenSelectionState(0,
false);
40 if ( optic.HasEnergyManager() )
45 opticBase.SetPlayer(player);
48 opticBase.StartWorkServer();
56 if ( NVGoggles.Cast(optic) && optic.ConfigIsExisting(
"simpleHiddenSelections") )
58 optic.SetSimpleHiddenSelectionState(0,
true);
60 player.SetHandheldOpticsInUse(
false);
62 if ( optic.HasEnergyManager() )
67 opticBase.SetPlayer(null);
70 opticBase.StopWorkServer();
class ActionTargets ActionTarget
override void EnterOptics(ItemOptics optic, PlayerBase player)
override void OnActionInfoUpdate(PlayerBase player, ActionTarget target, ItemBase item)
bool m_workingRangefinder
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void ExitOptics(ItemOptics optic, PlayerBase player)
Super root of all classes in Enforce script.
proto native bool IsInOptics()
is weapon in optics mode or not
proto native bool EnterOptics()
switches to optics mode if possible
override void ShowSelection(string selection_name)
override void HideSelection(string selection_name)
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.