466 {
467
469 {
470
471 return;
472 }
473
474 int resolvedType;
476 {
477 m_RequesterADS.Stop();
478
480 {
484 }
485 else
486 {
488 }
489
491 {
493 }
494 }
495 else
496 {
499 float gauss = 0.0;
500 temp_array = {false, 0.0, 0.0, 0.0, 0.0, 1.0};
501
502
504 {
506 {
508 {
510 }
511 else
512 {
514 }
515
516 if (temp_array.Count() != 6)
517 temp_array = {false, 0.0, 0.0, 0.0, 0.0, 1.0};
518 }
519
520 m_RequesterADS.SetValuesIronsights(temp_array);
521
522
524 {
529 }
530 else
531 {
533 {
535 }
536 else
537 {
539 }
540 }
541 }
542 else
543 {
544
546 {
548 }
549
550
552 {
554 }
555
556
558 {
560 }
561
562 m_RequesterADS.SetValuesOptics(mask_values,lens_values,gauss);
563
564
566 {
571 }
572 else
573 {
575 }
576 }
577
579 {
581 }
582 }
583 }
int ResolveNVType(int rawType, PlayerBase player)
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.