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Night Vision - Add scotopic effects to normal vision when dark
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@ -9,4 +9,5 @@ PREP(onVisionModeChanged);
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PREP(pfeh);
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PREP(pfeh);
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PREP(refreshGoggleType);
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PREP(refreshGoggleType);
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PREP(scaleCtrl);
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PREP(scaleCtrl);
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PREP(scotopicEffects);
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PREP(setupDisplayEffects);
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PREP(setupDisplayEffects);
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@ -24,7 +24,7 @@ GVAR(ppeffectBlur) = -1;
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GVAR(isUsingMagnification) = false;
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GVAR(isUsingMagnification) = false;
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["ace_settingsInitialized", {
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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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TRACE_5("settingsInitialized",GVAR(disableNVGsWithSights),GVAR(fogScaling),GVAR(noiseScaling),GVAR(effectScaling),GVAR(scotopicEffects));
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["visionMode", LINKFUNC(onVisionModeChanged), false] call CBA_fnc_addPlayerEventHandler;
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["visionMode", LINKFUNC(onVisionModeChanged), false] call CBA_fnc_addPlayerEventHandler;
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["loadout", LINKFUNC(onLoadoutChanged), true] call CBA_fnc_addPlayerEventHandler;
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["loadout", LINKFUNC(onLoadoutChanged), true] call CBA_fnc_addPlayerEventHandler;
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@ -46,6 +46,19 @@ GVAR(isUsingMagnification) = false;
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[true] call FUNC(setupDisplayEffects);
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[true] call FUNC(setupDisplayEffects);
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};
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};
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}];
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}];
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if (GVAR(scotopicEffects)) then {
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GVAR(scoTestToggle) = true;
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["test", "test", "test", {
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GVAR(scoTestToggle) = !GVAR(scoTestToggle);
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}, {false}, [0x21, [false, false, false]], false] call CBA_fnc_addKeybind; // F Key
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GVAR(scotopicCC) = ppEffectCreate ["colorCorrections", 1502];
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GVAR(scotopicCC) ppEffectForceInNVG false;
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[FUNC(scotopicEffects), [], 1] call CBA_fnc_waitAndExecute;
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};
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}] call CBA_fnc_addEventHandler;
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}] call CBA_fnc_addEventHandler;
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48
addons/nightvision/functions/fnc_scotopicEffects.sqf
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48
addons/nightvision/functions/fnc_scotopicEffects.sqf
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@ -0,0 +1,48 @@
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#include "script_component.hpp"
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/*
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* Author: PabstMirror
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* Adjusts color and luminosity when in dark conditions.
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* Simulates rod and cones vision by decreasing color intensity when dark.
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*
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* Arguments:
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* None
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*
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* Return Value:
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* None
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*
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* Example:
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* [] call ace_nightvision_fnc_scotopicEffects
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*
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* Public: No
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*/
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private _unit = ACE_player;
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if (EGVAR(common,OldIsCamera) || {!alive _unit} || {currentVisionMode _unit != 0}) exitWith {
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GVAR(scotopicCC) ppEffectEnable false;
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[FUNC(scotopicEffects), [], 0.1] call CBA_fnc_waitAndExecute;
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};
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getLighting params ["", "_ambientLightBrightness"];
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(getLightingAt _unit) params ["", "", "", "_dynamiclightBrightness"];
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private _light = _ambientLightBrightness + 5 * _dynamiclightBrightness;
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if (_light > 30) exitWith {
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GVAR(scotopicCC) ppEffectEnable false;
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// if it's day, we can go to sleep for a long while (but won't be responsive to skipTime?)
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[FUNC(scotopicEffects), [], [1, 120] select (_ambientLightBrightness > 100)] call CBA_fnc_waitAndExecute;
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};
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private _intensity = if (_light > 5) then {
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linearConversion [5, 30, _light, 0.3, 0, true]; // Mesopic
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} else {
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linearConversion [0, 5, _light, 0.6, 0.3, true]; // Scotopic
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};
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systemChat format ["%1 - %2", _light, _intensity];
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GVAR(scotopicCC) ppEffectEnable GVAR(scoTestToggle) && true;
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// "players like the night blue"
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GVAR(scotopicCC) ppEffectAdjust [1,1,0,[1,1,1,0],[_intensity*.95, _intensity*.95,_intensity*1.1, 1-_intensity], [0.15, 1.0, 1.50, 1]];
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GVAR(scotopicCC) ppEffectCommit 1;
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[FUNC(scotopicEffects), [], 1] call CBA_fnc_waitAndExecute;
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@ -84,3 +84,11 @@
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true, // default value
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true, // default value
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false // isGlobal
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false // isGlobal
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] call CBA_settings_fnc_init;
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] call CBA_settings_fnc_init;
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[
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QGVAR(scotopicEffects), "CHECKBOX",
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[LSTRING(scotopicEffects_DisplayName), LSTRING(scotopicEffects_description)],
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localize LSTRING(Category),
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false, // default value
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true // isGlobal
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] call CBA_settings_fnc_init;
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