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fix privates in Map module
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@ -12,14 +12,13 @@
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit"];
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EXPLODE_1_PVT(_this,_unit);
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private ["_isEnclosed","_nearObjects","_light","_ll","_flashlight", "_flareTint", "_lightTint", "_l"];
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private ["_fnc_blendColor", "_lightTint", "_fnc_calcColor", "_l", "_lightLevel", "_vehicle", "_isEnclosed", "_nearObjects", "_light", "_ll", "_flashlight", "_flareTint"];
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// Blend two colors
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_fnc_blendColor = {
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EXPLODE_3_PVT(_this,_c1,_c2,_alpha);
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params ["_c1", "_c2", "_alpha"];
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[(_c1 select 0) * (1 - _alpha) + (_c2 select 0) * _alpha,
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(_c1 select 1) * (1 - _alpha) + (_c2 select 1) * _alpha,
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(_c1 select 2) * (1 - _alpha) + (_c2 select 2) * _alpha,
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@ -27,16 +26,17 @@ _fnc_blendColor = {
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};
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// Ambient light tint depending on ACE_time of day
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_lightTint = switch (true) do {
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case (sunOrMoon == 1.0) : { [0.5,0.5,0.5,1] };
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case (sunOrMoon > 0.80) : {[[1.0 - overcast,0.2,0,1], [1,1,1,1], (sunOrMoon - 0.8)/0.2] call _fnc_blendColor};
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case (sunOrMoon > 0.50) : {[[0,0,0.1,1], [1.0 - overcast,0.2,0,1], (sunOrMoon - 0.5)/0.3] call _fnc_blendColor};
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case (sunOrMoon <= 0.5) : { [0,0,0.1,1] };
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_lightTint = call {
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if (sunOrMoon == 1.0) exitWith { [0.5,0.5,0.5,1] };
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if (sunOrMoon > 0.80) exitWith { [[1.0 - overcast,0.2,0,1], [1,1,1,1], (sunOrMoon - 0.8)/0.2] call _fnc_blendColor };
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if (sunOrMoon > 0.50) exitWith { [[0,0,0.1,1], [1.0 - overcast,0.2,0,1], (sunOrMoon - 0.5)/0.3] call _fnc_blendColor };
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if (sunOrMoon <= 0.5) exitWith { [0,0,0.1,1] };
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[0,0,0,0]
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};
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// Calculates overlay color from tint and light level
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_fnc_calcColor = {
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EXPLODE_2_PVT(_this,_c1,_lightLevel);
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params ["_c1", "_lightLevel"];
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if (_lightLevel < 0.5) then {
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_l = _lightLevel / 0.5;
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@ -68,7 +68,6 @@ if (_lightLevel > 0.95) exitWith {
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[false, [0.5,0.5,0.5,0]]
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};
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private "_vehicle";
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_vehicle = vehicle _unit;
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// Do not obscure the map if the player is on a enclosed vehicle (assume internal illumination)
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@ -124,4 +123,4 @@ if (_lightLevel > 0.95) exitWith {
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};
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// Calculate resulting map color
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[true, [_lightTint, _lightLevel] call _fnc_calcColor]
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[true, [_lightTint, _lightLevel] call _fnc_calcColor]
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