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// by commy2
#include "script_component.hpp"
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if (!hasInterface) exitWith {};
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GVAR(camera) = objNull;
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0 = 0 spawn {
waituntil {!isNull ACE_player};
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waituntil {sleep 1; {_x != GVAR(camera)} count allMissionObjects "camera" == 0 && {isNull curatorCamera}};
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GVAR(camera) cameraEffect ["TERMINATE", "BACK"];
camDestroy GVAR(camera);
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// PiP technique by BadBenson
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GVAR(camera) = "camera" camCreate positionCameraToWorld [0,0,0];
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GVAR(camera) camSetFov 0.7;
GVAR(camera) camSetTarget ACE_player;
GVAR(camera) camCommit 1;
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"ace_optics_rendertarget0" setPiPEffect [0];
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GVAR(camera) cameraEffect ["INTERNAL", "BACK", "ace_optics_rendertarget0"];
};
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// save control for fired EH
["infoDisplayChanged", {
if (!isNull ((_this select 0) displayCtrl 1713001)) then {
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uiNamespace setVariable [QGVAR(RscWeaponInfo2D), _this select 0];
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};
}] call EFUNC(common,addEventHandler);
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// camera has to be re-created every time another camera is created. Otherwise r2t is either black or transparent. @todo Add popular custom cameras to the event in ACE_common.
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["activeCameraChanged", {
if !(_this select 1) then {
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GVAR(camera) cameraEffect ["TERMINATE", "BACK"];
camDestroy GVAR(camera);
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// PiP technique by BadBenson
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GVAR(camera) = "camera" camCreate positionCameraToWorld [0,0,0];
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GVAR(camera) camSetFov 0.7;
GVAR(camera) camSetTarget ACE_player;
GVAR(camera) camCommit 1;
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"ace_optics_rendertarget0" setPiPEffect [0];
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GVAR(camera) cameraEffect ["INTERNAL", "BACK", "ace_optics_rendertarget0"];
};
}] call EFUNC(common,addEventHandler);