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More cleanup + a bug fix.
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@ -29,7 +29,7 @@ class CfgWeapons {
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class ItemInfo: InventoryItem_Base_F {
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mass = 1;
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class ACE_Map_Flashlight {
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ACE_Map_Flashlight_Colour = "red";
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ACE_Map_Flashlight_Color = "red";
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ACE_Map_Flashlight_Beam = QUOTE(PATHTOF(UI\Flashlight_beam_red_ca.paa));
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ACE_Map_Flashlight_Size = 1.5;
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ACE_Map_Flashlight_Sound = 1;
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@ -46,7 +46,7 @@ class CfgWeapons {
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class ItemInfo: InventoryItem_Base_F {
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mass = 1;
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class ACE_Map_Flashlight {
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ACE_Map_Flashlight_Colour = "white";
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ACE_Map_Flashlight_Color = "white";
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ACE_Map_Flashlight_Beam = QUOTE(PATHTOF(UI\Flashlight_beam_white_ca.paa));
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ACE_Map_Flashlight_Size = 2.15;
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ACE_Map_Flashlight_Sound = 1;
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@ -57,8 +57,9 @@ if (_flashlight == "") then {
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//flashlight settings
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_cfg = (configFile >> "CfgWeapons" >> _flashlight >> "ItemInfo" >> QGVAR(Flashlight));
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_flashTex = getText (_cfg >> QGVAR(Flashlight_Beam));
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_size = getNumber (_cfg >> QGVAR(Flashlight_Size));
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_flashTex = getText (_cfg >> QGVAR(Flashlight_Beam));
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_beamSize = (safeZoneW/safeZoneWAbs) * _screenSize / _size;
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//after 5x zoom, it's simulated to be fixed (it actually gets bigger relative to zoom)
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if (_mapScale < 0.2) then {_beamSize = _beamSize / (_mapScale * (1 / 0.2))};
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