419 {
421 EntityAI entityInHands = GetHumanInventory().GetEntityInHands();
422 Weapon weapon = Weapon.Cast(entityInHands);
423 if (weapon)
424 {
425 optics = weapon.GetAttachedOptics();
426 }
427 else
428 {
430 }
431
434
435 if (optics)
436 {
438 }
439
441 if (hcw)
442 {
444 }
445 }
StarlightOptic ItemOptics
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()