412 {
413 ItemOptics optics = null;
414 EntityAI entityInHands = GetHumanInventory().GetEntityInHands();
415 Weapon weapon = Weapon.Cast(entityInHands);
416 if (weapon)
417 {
418 optics = weapon.GetAttachedOptics();
419 }
420 else
421 {
422 optics = ItemOptics.Cast(entityInHands);
423 }
424
427
428 if (optics)
429 {
431 }
432
434 if (hcw)
435 {
437 }
438 }
void SetIronsights(bool value)
void SetOptics(bool value)
void SwitchOptics(ItemOptics optic, bool state)
proto native void SetADS(bool pState)
sets head tilt to optics
void HumanCommandWeapons()