Small tweaks to viewdistance

This commit is contained in:
esteldunedain 2015-05-14 15:15:07 -03:00
parent 32f7854bf6
commit 7a6fb54654

View File

@ -2,26 +2,28 @@
if (!hasInterface) exitWith {};
// Force the view distance down to the limit.
if (viewDistance > GVAR(limitViewDistance)) then {
setViewDistance GVAR(limitViewDistance); // force the view distance down to the limit.
setObjectViewDistance (0.8 * GVAR(limitViewDistance));
} else {
[true] call FUNC(adaptViewDistance); // adapt view distance in the beginning according to whether client is on foot or vehicle.
setViewDistance GVAR(limitViewDistance);
};
// Set the EH which waits for any of the view distance settings to be changed, avoids the player having to enter or leave a vehicle for the changes to have effect.
["SettingChanged",{
if ((_this select 0 == QGVAR(viewDistanceOnFoot)) || (_this select 0 == QGVAR(viewDistanceLandVehicle)) || (_this select 0 == QGVAR(viewDistanceAirVehicle))) then {
[true] call FUNC(adaptViewDistance);
};
},true] call ace_common_fnc_addEventHandler;
// Adapt view distance when the player is created or changed according to whether client is on foot or vehicle.
["playerChanged",{
[false] call FUNC(adaptViewDistance);
}] call ace_common_fnc_addEventHandler;
// Set the EH which waits for the Object View Distance coefficient to be changed, so that the effect is show immediately
// Set the EH which waits for any of the view distance settings to be changed, so that the effect is show immediately
["SettingChanged",{
if (_this select 0 == QGVAR(objectViewDistanceCoeff)) then {
if ((_this select 0 == QGVAR(viewDistanceOnFoot)) ||
(_this select 0 == QGVAR(viewDistanceLandVehicle)) ||
(_this select 0 == QGVAR(viewDistanceAirVehicle)) ||
(_this select 0 == QGVAR(objectViewDistanceCoeff))) then {
[true] call FUNC(adaptViewDistance);
};
},true] call ace_common_fnc_addEventHandler;
}] call ace_common_fnc_addEventHandler;
// Set the EH which waits for a vehicle change to automatically swap to On Foot/In Land Vehicle/In Air Vehicle
["playerVehicleChanged",{[false] call FUNC(adaptViewDistance)},true] call ace_common_fnc_addEventHandler;
["playerVehicleChanged",{
[false] call FUNC(adaptViewDistance)
}] call ace_common_fnc_addEventHandler;