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Used QPATHTOF. Reverted config names.
Optimised fnc_getUnitFlashlights.
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@ -11,11 +11,11 @@ class CfgWeapons {
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scope = 2;
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scope = 2;
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class ItemInfo: InventoryItem_Base_F {
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class ItemInfo: InventoryItem_Base_F {
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mass = 1;
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mass = 1;
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class ACE_Map_Flashlight {
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class Flashlight {
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ACE_Map_Flashlight_Color = "red";
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ACE_Flashlight_Colour = "red";
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ACE_Map_Flashlight_Beam = QUOTE(PATHTOF(UI\Flashlight_beam_red_ca.paa));
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ACE_Flashlight_Beam = QPATHTOF(UI\Flashlight_beam_red_ca.paa);
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ACE_Map_Flashlight_Size = 1.75;
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ACE_Flashlight_Size = 1.75;
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ACE_Map_Flashlight_Sound = 1;
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ACE_Flashlight_Sound = 1;
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};
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};
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};
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};
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};
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};
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@ -28,10 +28,10 @@ class CfgWeapons {
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scope = 2;
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scope = 2;
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class ItemInfo: InventoryItem_Base_F {
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class ItemInfo: InventoryItem_Base_F {
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mass = 1;
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mass = 1;
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class ACE_Map_Flashlight {
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class Flashlight {
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ACE_Map_Flashlight_Color = "red";
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ACE_Flashlight_Colour = "red";
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ACE_Map_Flashlight_Beam = QUOTE(PATHTOF(UI\Flashlight_beam_red_ca.paa));
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ACE_Flashlight_Beam = QPATHTOF(UI\Flashlight_beam_red_ca.paa);
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ACE_Map_Flashlight_Size = 1.5;
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ACE_Flashlight_Size = 1.5;
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ACE_Map_Flashlight_Sound = 1;
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ACE_Map_Flashlight_Sound = 1;
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};
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};
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};
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};
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@ -45,11 +45,11 @@ class CfgWeapons {
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scope = 2;
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scope = 2;
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class ItemInfo: InventoryItem_Base_F {
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class ItemInfo: InventoryItem_Base_F {
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mass = 1;
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mass = 1;
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class ACE_Map_Flashlight {
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class Flashlight {
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ACE_Map_Flashlight_Color = "white";
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ACE_Flashlight_Colour = "white";
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ACE_Map_Flashlight_Beam = QUOTE(PATHTOF(UI\Flashlight_beam_white_ca.paa));
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ACE_Flashlight_Beam = QPATHTOF(UI\Flashlight_beam_white_ca.paa);
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ACE_Map_Flashlight_Size = 2.15;
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ACE_Flashlight_Size = 2.15;
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ACE_Map_Flashlight_Sound = 1;
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ACE_Flashlight_Sound = 1;
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};
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};
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};
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};
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};
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};
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@ -5,11 +5,11 @@ class CfgWeapons {
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class acc_flashlight: ItemCore {
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class acc_flashlight: ItemCore {
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class ItemInfo: InventoryFlashlightItem_Base_F {
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class ItemInfo: InventoryFlashlightItem_Base_F {
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class ACE_Map_Flashlight {
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class Flashlight {
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ACE_Map_Flashlight_Color = "white";
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ACE_Flashlight_Colour = "white";
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ACE_Map_Flashlight_Beam = QUOTE(PATHTOF(UI\Flashlight_beam_white_ca.paa));
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ACE_Flashlight_Beam = QPATHTOF(UI\Flashlight_beam_white_ca.paa);
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ACE_Map_Flashlight_Size = 2.75;
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ACE_Flashlight_Size = 2.75;
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ACE_Map_Flashlight_Sound = 1;
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ACE_Flashlight_Sound = 1;
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};
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};
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};
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};
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};
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};
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@ -26,8 +26,8 @@ if (!isNull _light) then {
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};
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};
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if (_flashlight != "") then {
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if (_flashlight != "") then {
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_color = getText (configFile >> "CfgWeapons" >> _flashlight >> "ItemInfo" >> QGVAR(Flashlight) >> QGVAR(Flashlight_Color));
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_color = getText (configFile >> "CfgWeapons" >> _flashlight >> "ItemInfo" >> "Flashlight" >> "ACE_Flashlight_Colour");
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if !(_color in ["white", "red", "green", "blue", "yellow"]) then {_color = "white"};
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if !(_color in ["white", "red", "green", "blue", "yellow", "orange"]) then {_color = "white"};
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_class = format["ACE_FlashlightProxy_%1", _color];
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_class = format["ACE_FlashlightProxy_%1", _color];
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_light = _class createVehicle [0,0,0];
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_light = _class createVehicle [0,0,0];
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@ -18,12 +18,4 @@
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params ["_unit"];
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params ["_unit"];
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private _flashlights = [];
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(items _unit) select {isText (configFile >> "CfgWeapons" >> _x >> "ItemInfo" >> "Flashlight" >> "ACE_Flashlight_Colour")}
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{
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if (isText (configFile >> "CfgWeapons" >> _x >> "ItemInfo" >> QGVAR(flashlight) >> QGVAR(Flashlight_Color))) then {
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_flashlights pushBackUnique _x;
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};
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} forEach (items _unit);
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_flashlights
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@ -56,9 +56,9 @@ if (_flashlight == "") then {
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_mousePos = GVAR(mousePos);
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_mousePos = GVAR(mousePos);
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//flashlight settings
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//flashlight settings
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_cfg = (configFile >> "CfgWeapons" >> _flashlight >> "ItemInfo" >> QGVAR(Flashlight));
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_cfg = (configFile >> "CfgWeapons" >> _flashlight >> "ItemInfo" >> "Flashlight");
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_size = getNumber (_cfg >> QGVAR(Flashlight_Size));
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_size = getNumber (_cfg >> "ACE_Flashlight_Size");
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_flashTex = getText (_cfg >> QGVAR(Flashlight_Beam));
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_flashTex = getText (_cfg >> "ACE_Flashlight_Beam");
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_beamSize = (safeZoneW/safeZoneWAbs) * _screenSize / _size;
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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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//after 5x zoom, it's simulated to be fixed (it actually gets bigger relative to zoom)
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