257 {
258
259 if (PlayerBase.Cast(
m_pPlayer) && launchedFrom.Type() != PlayerBase.Cast(
m_pPlayer).GetCurrentPlayerCamera().Type())
260 {
261
262 return;
263 }
264
265
267 {
269
271 {
275 }
276 else
277 {
279 }
280 }
281 else
282 {
283 temp_array = {
false, 0.0, 0.0, 0.0, 0.0, 1.0};
284
286 {
288 {
290 }
291 else
292 {
294 }
296 temp_array = {
false, 0.0, 0.0, 0.0, 0.0, 1.0};
297 }
298
300
302 {
304 }
305 else
306 {
308 }
309 }
310
312 {
314 }
315 }
int ResolveNVType(int rawType, PlayerBase player)
void SetNVPostprocess(int NVtype)
DayZPlayerCameraOptics handles this separately, otherwise it takes active NVType from PlayerBase::Get...
ref array< float > temp_array
PPERequester_CameraADS m_RequesterADS
ref array< float > GetOpticsDOF()