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https://github.com/acemod/ACE3.git
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Make wind in displayWindInfo dependant on wether AB is used or not
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caf52e8a2f
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@ -18,20 +18,27 @@ if (vehicle ACE_player != ACE_player) exitWith { true };
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GVAR(Protractor) = false;
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1 cutText ["", "PLAIN"];
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GVAR(WindInfo) = true;
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while {GVAR(WindInfo) && !(underwater ACE_player) && vehicle ACE_player == ACE_player} do {
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_windIndex = 12;
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_windColor = [1, 1, 1, 1];
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_windSpeed = (eyePos ACE_player) call FUNC(calculateWindSpeed);
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// Toogle behaviour depending on ace_advanced_ballistics being used or not
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// @todo, check ACE_AB is actually enabled
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_windSpeed = if (isClass (configFile >> "CfgPatches" >> "ACE_Advanced_Ballistics")) then {
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(eyePos ACE_player) call FUNC(calculateWindSpeed);
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} else {
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vectorMagnitude ACE_wind;
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};
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if (_windSpeed > 0.2) then {
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_playerDir = getDir ACE_player;
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_windDir = (wind select 0) atan2 (wind select 1);
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_windDir = (ACE_wind select 0) atan2 (ACE_wind select 1);
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_windIndex = round(((_playerDir - _windDir + 360) % 360) / 30);
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_windIndex = _windIndex % 12;
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};
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// Color Codes from https://en.wikipedia.org/wiki/Beaufort_scale#Modern_scale
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if (_windSpeed > 0.3) then { _windColor = [0.796, 1, 1, 1]; };
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if (_windSpeed > 1.5) then { _windColor = [0.596, 0.996, 0.796, 1]; };
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@ -45,18 +52,18 @@ if (vehicle ACE_player != ACE_player) exitWith { true };
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if (_windSpeed > 24.4) then { _windColor = [1, 0.404, 0.031, 1]; };
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if (_windSpeed > 28.4) then { _windColor = [1, 0.22, 0.027, 1]; };
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if (_windSpeed > 32.6) then { _windColor = [1, 0.078, 0.027, 1]; };
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0 cutRsc ["RscWindIntuitive", "PLAIN", 1, false];
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__ctrl ctrlSetScale 0.75;
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__ctrl ctrlCommit 0;
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__ctrl ctrlSetText format[QUOTE(PATHTOF(UI\wind%1.paa)), _windIndex];
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__ctrl ctrlSetTextColor _windColor;
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sleep 0.5;
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};
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GVAR(WindInfo) = false;
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0 cutText ["", "PLAIN"];
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};
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