464 {
465
467 {
468
469 return;
470 }
471
473 {
474 m_RequesterADS.Stop();
475
477 {
479 }
480 else
481 {
483 }
484
486 {
488 }
489 }
490 else
491 {
494 float gauss = 0.0;
495 temp_array = {false, 0.0, 0.0, 0.0, 0.0, 1.0};
496
497
499 {
501 {
503 {
505 }
506 else
507 {
509 }
510
511 if (temp_array.Count() != 6)
512 temp_array = {false, 0.0, 0.0, 0.0, 0.0, 1.0};
513 }
514
515 m_RequesterADS.SetValuesIronsights(temp_array);
516
517
519 {
522 }
523 else
524 {
526 {
528 }
529 else
530 {
532 }
533 }
534 }
535 else
536 {
537
539 {
541 }
542
543
545 {
547 }
548
549
551 {
553 }
554
555 m_RequesterADS.SetValuesOptics(mask_values,lens_values,gauss);
556
557
559 {
562 }
563 else
564 {
566 }
567 }
568
570 {
572 }
573 }
574 }
void SetNVPostprocess(int NVtype)
DayZPlayerCameraOptics handles this separately, otherwise it takes active NVType from PlayerBase::Get...
void SetCameraNV(bool nightvision)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.