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reset effect on magnifaction transition
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f9f1d634ae
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@ -21,6 +21,7 @@ GVAR(ppeffectRadialBlur) = -1;
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GVAR(ppeffectColorCorrect) = -1;
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GVAR(ppeffectBlur) = -1;
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GVAR(isUsingMagnification) = false;
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["ace_settingsInitialized", {
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TRACE_4("settingsInitialized",GVAR(disableNVGsWithSights),GVAR(fogScaling),GVAR(noiseScaling),GVAR(effectScaling));
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@ -20,7 +20,7 @@ params ["_unit", "_cameraView"];
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TRACE_2("onCameraViewChanged",_unit,_cameraView);
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// Refresh goggle effect (e.g. switching to vehicle's NVG)
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FUNC(refreshGoggleType) call CBA_fnc_execNextFrame;
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call FUNC(refreshGoggleType);
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if (GVAR(disableNVGsWithSights) && {(hmd _unit) != ""}) then {
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if ((vehicle _unit == _unit)
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@ -57,6 +57,11 @@ if (!(GVAR(defaultPositionBorder) isEqualTo [])) then {
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};
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END_COUNTER(borderScaling);
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if !(IS_MAGNIFIED isEqualTo GVAR(isUsingMagnification)) then {
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GVAR(isUsingMagnification) = IS_MAGNIFIED;
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GVAR(nextEffectsUpdate) = -1;
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};
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if (CBA_missionTime < GVAR(nextEffectsUpdate)) then {
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// Update radial blur as it depends on zoom level, so should be changed each frame like the border/hex
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if (GVAR(ppeffectRadialBlur) != -1) then {
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@ -89,7 +94,7 @@ if (CBA_missionTime < GVAR(nextEffectsUpdate)) then {
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private _fogApply = linearConversion [0, 1, _effectiveLight, ST_NVG_MAXFOG, ST_NVG_MINFOG, true];
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// Modify blur if looking down scope
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if (cameraView == "GUNNER" && {[_unit] call CBA_fnc_canUseWeapon && {0.75 call CBA_fnc_getFOV select 1 < 3.01}}) then {
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if (cameraView == "GUNNER" && {[_unit] call CBA_fnc_canUseWeapon && {!GVAR(isUsingMagnification)}}) then {
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private _weapon = currentWeapon _unit;
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if (_weapon == "") exitWith {};
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if (_weapon == primaryWeapon _unit) exitWith {_blurFinal = _blurFinal * linearConversion [0, 1, GVAR(aimDownSightsBlur), 1, ST_NVG_CAMERA_BLUR_SIGHTS_RIFLE]}; // Rifles are bad
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@ -46,3 +46,5 @@
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#define ST_NVG_NOISESHARPNESS_MIN 1.2
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#define ST_NVG_NOISESHARPNESS_MAX 1
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#define IS_MAGNIFIED (0.75 call CBA_fnc_getFOV select 1 > 3.01)
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