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Set Viewdistance to start on settingsInitialized
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@ -2,28 +2,33 @@
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if (!hasInterface) exitWith {};
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// Force the view distance down to the limit.
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if (GVAR(enabled) && {viewDistance > GVAR(limitViewDistance)}) then {
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setViewDistance GVAR(limitViewDistance);
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};
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// Adapt view distance when the player is created or changed according to whether client is on foot or vehicle.
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["playerChanged",{
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[false] call FUNC(adaptViewDistance);
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}] call ace_common_fnc_addEventHandler;
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// Set the EH which waits for any of the view distance settings to be changed, so that the effect is show immediately
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["SettingChanged",{
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if ((_this select 0 == QGVAR(viewDistanceOnFoot)) ||
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(_this select 0 == QGVAR(viewDistanceLandVehicle)) ||
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(_this select 0 == QGVAR(viewDistanceAirVehicle)) ||
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(_this select 0 == QGVAR(objectViewDistanceCoeff))) then {
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[true] call FUNC(adaptViewDistance);
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["SettingsInitialized", {
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// if not enabled, then bugger off.
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if !(GVAR(enabled) exitWith {};
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// Force the view distance down to the limit.
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if (viewDistance > GVAR(limitViewDistance)) then {
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setViewDistance GVAR(limitViewDistance);
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};
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}] call ace_common_fnc_addEventHandler;
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// Adapt view distance when the player is created or changed according to whether client is on foot or vehicle.
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["playerChanged",{
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[false] call FUNC(adaptViewDistance);
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}] call EFUNC(common,addEventHandler);
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// Set the EH which waits for any of the view distance settings to be changed, so that the effect is show immediately
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["SettingChanged",{
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if ((_this select 0 == QGVAR(viewDistanceOnFoot)) ||
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(_this select 0 == QGVAR(viewDistanceLandVehicle)) ||
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(_this select 0 == QGVAR(viewDistanceAirVehicle)) ||
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(_this select 0 == QGVAR(objectViewDistanceCoeff))) then {
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// Set the EH which waits for a vehicle change to automatically swap to On Foot/In Land Vehicle/In Air Vehicle
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["playerVehicleChanged",{
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[false] call FUNC(adaptViewDistance)
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}] call ace_common_fnc_addEventHandler;
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[true] call FUNC(adaptViewDistance);
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};
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}] call EFUNC(common,addEventHandler);
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// Set the EH which waits for a vehicle change to automatically swap between On Foot/In Land Vehicle/In Air Vehicle
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["playerVehicleChanged",{
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[false] call FUNC(adaptViewDistance)
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}] call EFUNC(common,addEventHandler);
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}] call EFUNC(common,addEventHandler);]
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