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Apply the ufeh to ACE_Nightvision
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@ -9,11 +9,3 @@ class Extended_PostInit_EventHandlers {
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clientInit = QUOTE(call COMPILE_FILE(XEH_postInitClient) );
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clientInit = QUOTE(call COMPILE_FILE(XEH_postInitClient) );
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};
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};
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};
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};
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class Extended_FiredBIS_EventHandlers {
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class AllVehicles {
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class ADDON {
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clientFiredBIS = QUOTE( _this call FUNC(blending) );
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};
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};
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};
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@ -70,3 +70,7 @@ GVAR(ppEffectMuzzleFlash) ppEffectCommit 0;
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},
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},
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{false},
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{false},
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[209, [false, false, true]], false] call CBA_fnc_addKeybind; //PageDown + ALT
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[209, [false, false, true]], false] call CBA_fnc_addKeybind; //PageDown + ALT
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// Register fire event handler
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["firedPlayer", DFUNC(blending)] call EFUNC(common,addEventHandler);
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["firedPlayerVehicle", DFUNC(blending)] call EFUNC(common,addEventHandler);
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@ -1,15 +1,9 @@
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/*
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/*
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* Author: commy2
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* Author: commy2
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* Change the blending when the player fires??
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* Change the blending when the player fires??. Called from the unified fired EH only for the local player and his vehicle.
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*
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*
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* Arguments:
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* Arguments:
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* 0: unit - Object the event handler is assigned to <OBJECT>
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* None. Parameters inherited from EFUNC(common,firedEH)
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* 1: weapon - Fired weapon <STRING>
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* 2: muzzle - Muzzle that was used <STRING>
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* 3: mode - Current mode of the fired weapon <STRING>
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* 4: ammo - Ammo used <STRING>
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* 5: magazine - magazine name which was used <STRING>
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* 6: projectile - Object of the projectile that was shot <OBJECT>
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*
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*
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* Return Value:
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* Return Value:
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* Nothing
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* Nothing
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@ -21,17 +15,14 @@
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*/
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*/
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#include "script_component.hpp"
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#include "script_component.hpp"
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if (!hasInterface) exitWith {};
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//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
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TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
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params ["_vehicle", "_weapon", "", "", "_ammo", "_magazine"];
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private "_player";
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private "_player";
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_player = ACE_player;
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_player = ACE_player;
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//If our vehicle didn't shoot, or we're not in NVG mode, exit
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//If our vehicle didn't shoot, or we're not in NVG mode, exit
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if ((_vehicle != (vehicle _player)) || {(currentVisionMode _player) != 1}) exitWith {};
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if (currentVisionMode _player) != 1} exitWith {};
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//If we are mounted, and it wasn't our weapon system that fired, exit
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if (_player != _vehicle && {!(_weapon in (_vehicle weaponsTurret ([_player] call EFUNC(common,getTurretIndex))))}) exitWith {};
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private["_darkness", "_nvgBrightnessCoef", "_silencer", "_visibleFire", "_visibleFireCoef", "_visibleFireTime", "_visibleFireTimeCoef"];
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private["_darkness", "_nvgBrightnessCoef", "_silencer", "_visibleFire", "_visibleFireCoef", "_visibleFireTime", "_visibleFireTimeCoef"];
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