AGM - Night Vision First Pass

This commit is contained in:
PabstMirror 2015-01-12 16:08:37 -06:00
parent bdf2351f14
commit 96110c25e7
14 changed files with 539 additions and 0 deletions

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class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit) );
};
};
class Extended_PostInit_EventHandlers {
class ADDON {
clientInit = QUOTE(call COMPILE_FILE(XEH_postInitClient) );
};
};
class Extended_FiredBIS_EventHandlers {
class AllVehicles {
class ADDON {
clientFiredBIS = QUOTE( _this call FUNC(blending) );
};
};
};

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class CfgVehicles {
class All {
ACE_NightVision_grain = 0.75;
ACE_NightVision_blur = 0.055;
};
#define MACRO_ADDITEM(ITEM,COUNT) class _xx_##ITEM { \
name = #ITEM; \
count = COUNT; \
};
class Box_NATO_Support_F;
class ACE_Box_Misc: Box_NATO_Support_F {
class TransportItems {
MACRO_ADDITEM(ACE_NVG_Gen1,6)
MACRO_ADDITEM(ACE_NVG_Gen2,6)
//MACRO_ADDITEM(ACE_NVG_Gen3,6)
MACRO_ADDITEM(ACE_NVG_Gen4,6)
MACRO_ADDITEM(ACE_NVG_Wide,6)
};
};
};

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class CfgWeapons {
class Binocular;
class NVGoggles: Binocular {
displayName = "$STR_ACE_NightVision_NVG_Gen3_brown";
ACE_NightVision_grain = 0.75;
ACE_NightVision_blur = 0.055;
ACE_NightVision_radBlur = 0.001;
};
class NVGoggles_OPFOR: NVGoggles {
displayName = "$STR_ACE_NightVision_NVG_Gen3_black";
};
class NVGoggles_INDEP: NVGoggles {
displayName = "$STR_ACE_NightVision_NVG_Gen3_green";
};
class ACE_NVG_Gen1: NVGoggles_OPFOR {
author = "$STR_ACE_Common_ACETeam";
modelOptics = "\A3\weapons_f\reticle\optics_night";
displayName = "$STR_ACE_NightVision_NVG_Gen1";
ACE_NightVision_grain = 2.25;
ACE_NightVision_blur = 0.22;
ACE_NightVision_radBlur = 0.004;
};
class ACE_NVG_Gen2: NVGoggles_INDEP {
author = "$STR_ACE_Common_ACETeam";
modelOptics = "\A3\weapons_f\reticle\optics_night";
displayName = "$STR_ACE_NightVision_NVG_Gen2";
ACE_NightVision_grain = 1.5;
ACE_NightVision_blur = 0.11;
ACE_NightVision_radBlur = 0.002;
};
/*class ACE_NVG_Gen3: NVGoggles {
author = "$STR_ACE_Common_ACETeam";
modelOptics = "\A3\weapons_f\reticle\optics_night";
displayName = "$STR_ACE_NightVision_NVG_Gen3";
ACE_NightVision_grain = 0.75;
ACE_NightVision_blur = 0.055;
ACE_NightVision_radBlur = 0.001;
};*/
class ACE_NVG_Gen4: NVGoggles {
author = "$STR_ACE_Common_ACETeam";
modelOptics = "\A3\weapons_f\reticle\optics_night";
displayName = "$STR_ACE_NightVision_NVG_Gen4";
ACE_NightVision_grain = 0.0;
ACE_NightVision_blur = 0.0;
ACE_NightVision_radBlur = 0.0;
};
class ACE_NVG_Wide: NVGoggles {
author = "$STR_ACE_Common_ACETeam";
modelOptics = PATHOF(ACE_nvg_wide_optics.p3d);
displayName = "$STR_ACE_NightVision_NVG_FullScreen";
ACE_NightVision_grain = 0.75;
ACE_NightVision_blur = 0.055;
ACE_NightVision_radBlur = 0.001;
};
};

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// by commy2
#include "script_component.hpp"
if (!hasInterface) exitWith {};
GVAR(ppEffectBlur) = ppEffectCreate ["dynamicBlur", 1234];
GVAR(ppEffectBlur) ppEffectForceInNVG true;
GVAR(ppEffectBlur) ppEffectAdjust [0];
GVAR(ppEffectBlur) ppEffectCommit 0;
GVAR(ppEffectRadialBlur) = ppEffectCreate ["radialBlur", 1238];
GVAR(ppEffectRadialBlur) ppEffectForceInNVG true;
GVAR(ppEffectRadialBlur) ppEffectAdjust [0, 0, 0, 0];
GVAR(ppEffectRadialBlur) ppEffectCommit 0;
GVAR(ppEffectFilmGrain) = ppEffectCreate ["FilmGrain", 1235];
GVAR(ppEffectFilmGrain) ppEffectAdjust [0.25, 2.5, 2.5, 2.5*0.3, 2.5*0.3, false];
GVAR(ppEffectFilmGrain) ppEffectCommit 0;
GVAR(ppEffectNVGBrightness) = ppEffectCreate ["ColorCorrections", 1236];
GVAR(ppEffectNVGBrightness) ppEffectForceInNVG true;
GVAR(ppEffectNVGBrightness) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
GVAR(ppEffectNVGBrightness) ppEffectCommit 0;
GVAR(ppEffectMuzzleFlash) = ppEffectCreate ["ColorCorrections", 1237];
GVAR(ppEffectMuzzleFlash) ppEffectEnable true;
GVAR(ppEffectMuzzleFlash) ppEffectForceInNVG true;
GVAR(ppEffectMuzzleFlash) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
GVAR(ppEffectMuzzleFlash) ppEffectCommit 0;
0 spawn COMPILE_FILE(nightVision); //ToDo

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#include "script_component.hpp"
PREP(blending);
PREP(decreaseNVGBrightness);
PREP(increaseNVGBrightness);

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#include "script_component.hpp"
class CfgPatches {
class ADDON {
units[] = {};
weapons[] = {"ACE_NVG_Gen1", "ACE_NVG_Gen2", /*"ACE_NVG_Gen3",*/ "ACE_NVG_Gen4", "ACE_NVG_Wide"};
requiredVersion = 0.60;
requiredAddons[] = {"ace_common"};
author[] = {"commy2", "KoffeinFlummi", "PabstMirror"};
authorUrl = "https://github.com/commy2/";
VERSION_CONFIG;
};
};
#include "CfgEventHandlers.hpp"
#include "CfgVehicles.hpp"
class ACE_Core_Default_Keys {
class increaseNVGBrightness {
displayName = "$STR_ACE_NightVision_IncreaseNVGBrightness";
condition = QUOTE( currentVisionMode _player == 1 );
statement = QUOTE( [_player, _vehicle] call FUNC(increaseNVGBrightness) );
key = 201;
shift = 0;
control = 0;
alt = 1;
allowHolding = 1;
};
class decreaseNVGBrightness {
displayName = "$STR_ACE_NightVision_DecreaseNVGBrightness";
condition = QUOTE( currentVisionMode _player == 1 );
statement = QUOTE( [_player, _vehicle] call FUNC(decreaseNVGBrightness) );
key = 209;
shift = 0;
control = 0;
alt = 1;
allowHolding = 1;
};
};

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// by commy2
#include "script_component.hpp"
private ["_vehicle", "_weapon", "_ammo", "_magazine", "_player"];
_vehicle = _this select 0;
_weapon = _this select 1;
_ammo = _this select 4;
_magazine = _this select 5;
// if (_this select 0 == vehicle ACE_player && {currentVisionMode (_this select 0) == 1}) then {_this call AGM_NightVision_fnc_blending};
if ((_vehicle != (vehicle ACE_player)) || {(currentVisionMode _vehicle) != 1}) exitWith {};
_player = ACE_player;
if (_player != _vehicle && {!(_weapon in (_vehicle weaponsTurret ([_player] call EFUNC(common,getTurretIndex))))}) exitWith {};
private ["_silencer", "_visibleFireCoef", "_visibleFireTimeCoef", "_visibleFire", "_visibleFireTime", "_nvgBrightnessCoef", "_fnc_isTracer", "_darkness"];
_silencer = switch (_weapon) do {
case (primaryWeapon _player) : {primaryWeaponItems _player select 0};
case (secondaryWeapon _player) : {secondaryWeaponItems _player select 0};
case (handgunWeapon _player) : {handgunItems _player select 0};
default {""};
};
_visibleFireCoef = 1;
_visibleFireTimeCoef = 1;
if (_silencer != "") then {
_visibleFireCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "visibleFire");
_visibleFireTimeCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "visibleFireTime");
};
_visibleFire = getNumber (configFile >> "CfgAmmo" >> _ammo >> "visibleFire");
_visibleFireTime = getNumber (configFile >> "CfgAmmo" >> _ammo >> "visibleFireTime");
_nvgBrightnessCoef = 1 + (_player getVariable [QUOTE( GVAR(NVGBrightness) ), 0]) / 4;
_fnc_isTracer = {
private ["_indexShot", "_lastRoundsTracer", "_tracersEvery"];
if (getNumber (configFile >> "CfgAmmo" >> _ammo >> "nvgOnly") > 0) exitWith {false};
_indexShot = (_player ammo _weapon) + 1;
_lastRoundsTracer = getNumber (configFile >> "CfgMagazines" >> _magazine >> "lastRoundsTracer");
if (_indexShot <= _lastRoundsTracer) exitWith {true};
_tracersEvery = getNumber (configFile >> "CfgMagazines" >> _magazine >> "tracersEvery");
if (_tracersEvery == 0) exitWith {false};
(_indexShot - _lastRoundsTracer) % _tracersEvery == 0
};
if (call _fnc_isTracer) then {
_visibleFire = _visibleFire + 2;
_visibleFireTime = _visibleFireTime + 2;
};
_darkness = 1 - (call EFUNC(common,ambientBrightness));
_visibleFire = _darkness * _visibleFireCoef * _visibleFire * _nvgBrightnessCoef / 10 min 1;
_visibleFireTime = _darkness * _visibleFireTimeCoef * _visibleFireTime * _nvgBrightnessCoef / 10 min 0.5;
["NightVision", [_visibleFire, _visibleFireTime], {format ["visibleFire: %1 - visibleFireTime: %2", _this select 0, _this select 1]}] call AGM_Debug_fnc_log;
GVAR(ppEffectMuzzleFlash) ppEffectAdjust [1, 1, _visibleFire, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
GVAR(ppEffectMuzzleFlash) ppEffectCommit 0;
GVAR(ppEffectMuzzleFlash) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
GVAR(ppEffectMuzzleFlash) ppEffectCommit _visibleFireTime;

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// by commy2
#include "script_component.hpp"
private ["_player", "_vehicle", "_brightness"];
_player = _this select 0;
_vehicle = _this select 1;
_brightness = _player getVariable [QUOTE( GVAR(NVGBrightness) ), 0];
if (_brightness > -1) then {
_brightness = round (10 * _brightness - 1) / 10;
_player setVariable [QUOTE( GVAR(NVGBrightness) ), _brightness, false];
GVAR(ppEffectNVGBrightness) ppEffectAdjust [1, 1, _brightness / 4, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
GVAR(ppEffectNVGBrightness) ppEffectCommit 0;
[format [localize "STR_ACE_NightVision_NVGBrightness", format ["%1%", _brightness * 100]]] call EFUNC(common,displayTextStructured);
playSound "ACE_Sound_Click";
};

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// by commy2
#include "script_component.hpp"
private ["_player", "_vehicle", "_brightness"];
_player = _this select 0;
_vehicle = _this select 1;
_brightness = _player getVariable [QUOTE( GVAR(NVGBrightness) ), 0];
if (_brightness < 1) then {
_brightness = round (10 * _brightness + 1) / 10;
_player setVariable [QUOTE( GVAR(NVGBrightness) ), _brightness, false];
GVAR(ppEffectNVGBrightness) ppEffectAdjust [1, 1, _brightness / 4, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
GVAR(ppEffectNVGBrightness) ppEffectCommit 0;
[format [localize "STR_ACE_NightVision_NVGBrightness", format ["%1%", _brightness * 100]]] call EFUNC(common,displayTextStructured);
playSound "ACE_Sound_Click";
};

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#define COMPONENT nightvision
#include "\z\ace\addons\main\script_mod.hpp"
#ifdef DEBUG_ENABLED_BLANK
#define DEBUG_MODE_FULL
#endif
#ifdef DEBUG_SETTINGS_BLANK
#define DEBUG_SETTINGS DEBUG_SETTINGS_BLANK
#endif
#include "\z\ace\addons\main\script_macros.hpp"

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//by commy2
#include "script_component.hpp"
xxx =5;
private ["_currentVehicle", "_currentTurret", "_currentHMD", "_grainSetting", "_blurSetting"];
_currentView = "";
_currentVehicle = objNull;
_currentTurret = [-1];
_currentHMD = "";
while {true} do {
GVAR(ppEffectFilmGrain) ppEffectEnable false;
GVAR(ppEffectBlur) ppEffectEnable false;
GVAR(ppEffectRadialBlur) ppEffectEnable false;
GVAR(ppEffectNVGBrightness) ppEffectEnable false;
waitUntil {currentVisionMode ACE_player == 1};
GVAR(ppEffectFilmGrain) ppEffectEnable true;
GVAR(ppEffectBlur) ppEffectEnable true;
GVAR(ppEffectRadialBlur) ppEffectEnable true;
GVAR(ppEffectNVGBrightness) ppEffectEnable true;
waitUntil {
// any updates?
if (hmd ACE_player != _currentHMD || {cameraView != _currentView} || {vehicle ACE_player != _currentVehicle} || {!(_currentTurret isEqualTo []) && {ACE_player != _currentVehicle turretUnit _currentTurret}}) then {
_currentHMD = hmd ACE_player;
_currentView = cameraView;
_currentVehicle = vehicle ACE_player;
_currentTurret = [ACE_player] call EFUNC(common,getTurretIndex);
private ["_config", "_fnc_isUsingHMD"];
_config = configFile >> "CfgVehicles" >> typeOf _currentVehicle;
_fnc_isUsingHMD = {
if (_currentView != "GUNNER") exitWith {true}; // asume hmd usage outside of gunner view
if (ACE_player == (driver _currentVehicle)) exitWith {
!("NVG" in getArray (_config >> "ViewOptics" >> "visionMode"));
};
private "_turretConfig";
_turretConfig = [_config, _currentTurret] call EFUNC(core,getTurretConfigPath);
_turretConfig = _turretConfig >> "OpticsIn";
private "_result";
_result = true;
for "_index" from 0 to (count _turretConfig - 1) do {
if ("NVG" in getArray (_turretConfig select _index >> "visionMode")) exitWith {_result = false};
true
};
_result
};
// on foot or in vehicle using hmd
if ((_currentVehicle == ACE_player) || _fnc_isUsingHMD) then {
_grainSetting = getNumber (configFile >> "CfgWeapons" >> _currentHMD >> "AGM_NightVision_grain");
_blurSetting = getNumber (configFile >> "CfgWeapons" >> _currentHMD >> "AGM_NightVision_blur");
_radBlurSetting = getNumber (configFile >> "CfgWeapons" >> _currentHMD >> "AGM_NightVision_radBlur");
GVAR(ppEffectFilmGrain) ppEffectAdjust [0.25, 2.5, 2.5, _grainSetting, _grainSetting, false];
GVAR(ppEffectFilmGrain) ppEffectCommit 0;
GVAR(ppEffectBlur) ppEffectAdjust [_blurSetting];
GVAR(ppEffectBlur) ppEffectCommit 0;
GVAR(ppEffectRadialBlur) ppEffectAdjust [_radBlurSetting, _radBlurSetting, 0.2, 0.2];
GVAR(ppEffectRadialBlur) ppEffectCommit 0;
// in vehicle and not using hmd
} else {
_grainSetting = _currentVehicle getVariable ["AGM_NightVision_grain", getNumber (_config >> "AGM_NightVision_grain")];
_blurSetting = _currentVehicle getVariable ["AGM_NightVision_blur", getNumber (_config >> "AGM_NightVision_blur")];
_radBlurSetting = _currentVehicle getVariable ["AGM_NightVision_radBlur", getNumber (_config >> "AGM_NightVision_radBlur")];
GVAR(ppEffectFilmGrain) ppEffectAdjust [0.25, 2.5, 2.5, _grainSetting, _grainSetting, false];
GVAR(ppEffectFilmGrain) ppEffectCommit 0;
GVAR(ppEffectBlur) ppEffectAdjust [_blurSetting];
GVAR(ppEffectBlur) ppEffectCommit 0;
GVAR(ppEffectRadialBlur) ppEffectAdjust [_radBlurSetting, _radBlurSetting, 0.2, 0.2];
GVAR(ppEffectRadialBlur) ppEffectCommit 0;
};
};
// Detect if curator interface is open and disable effects
if (!isNull findDisplay 312) then {
GVAR(ppEffectFilmGrain) ppEffectEnable false;
GVAR(ppEffectBlur) ppEffectEnable false;
GVAR(ppEffectRadialBlur) ppEffectEnable false;
GVAR(ppEffectNVGBrightness) ppEffectEnable false;
waitUntil {isNull findDisplay 312};
GVAR(ppEffectFilmGrain) ppEffectEnable true;
GVAR(ppEffectBlur) ppEffectEnable true;
GVAR(ppEffectRadialBlur) ppEffectEnable true;
GVAR(ppEffectNVGBrightness) ppEffectEnable true;
};
currentVisionMode ACE_player != 1
};
};

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#define COMPONENT nightvision
#include "\z\ace\addons\main\script_mod.hpp"
#ifdef DEBUG_ENABLED_BLANK
#define DEBUG_MODE_FULL
#endif
#ifdef DEBUG_SETTINGS_BLANK
#define DEBUG_SETTINGS DEBUG_SETTINGS_BLANK
#endif
#include "\z\ace\addons\main\script_macros.hpp"

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<?xml version="1.0" encoding="utf-8"?>
<!-- Edited with tabler - 2014-12-17 -->
<Project name="ACE">
<Package name="NightVision">
<Key ID="STR_ACE_NightVision_NVG_Gen1">
<English>NV Goggles (Gen1)</English>
<Czech>Noktovizor (Gen1)</Czech>
<French>JVN (Gen1)</French>
<German>NS-Brille (Gen1)</German>
<Italian>Occhiali notturni (Gen1)</Italian>
<Polish>Gogle noktowizyjne (Gen1)</Polish>
<Portuguese>Óculos de visão noturna (Gen1)</Portuguese>
<Russian>ПНВ (Gen1)</Russian>
<Spanish>Sistema de visión nocturna (Gen1)</Spanish>
</Key>
<Key ID="STR_ACE_NightVision_NVG_Gen2">
<English>NV Goggles (Gen2)</English>
<Czech>Noktovizor (Gen2)</Czech>
<French>JVN (Gen2)</French>
<German>NS-Brille (Gen2)</German>
<Italian>Occhiali notturni (Gen2)</Italian>
<Polish>Gogle noktowizyjne (Gen2)</Polish>
<Portuguese>Óculos de visão noturna (Gen2)</Portuguese>
<Russian>ПНВ (Gen2)</Russian>
<Spanish>Sistema de visión nocturna (Gen2)</Spanish>
</Key>
<Key ID="STR_ACE_NightVision_NVG_Gen3">
<English>NV Goggles (Gen3)</English>
<Czech>Noktovizor (Gen3)</Czech>
<French>JVN (Gen3)</French>
<German>NS-Brille (Gen3)</German>
<Italian>Occhiali notturni (Gen3)</Italian>
<Polish>Gogle noktowizyjne (Gen3)</Polish>
<Portuguese>Óculos de visão noturna (Gen3)</Portuguese>
<Russian>ПНВ (Gen3)</Russian>
<Spanish>Sistema de visión nocturna (Gen3)</Spanish>
</Key>
<Key ID="STR_ACE_NightVision_NVG_Gen3_brown">
<English>NV Goggles (Gen3, Brown)</English>
<Czech>Noktovizor (Gen3, hnědý)</Czech>
<French>JVN (Gen3, marron)</French>
<German>NS-Brille (Gen3, Braun)</German>
<Italian>Occhiali notturni (Gen3, marroni)</Italian>
<Polish>Gogle noktowizyjne (Gen3, brązowe)</Polish>
<Portuguese>Óculos de visão noturna (Gen3, marrons)</Portuguese>
<Russian>ПНВ (Gen3, коричневый)</Russian>
<Spanish>Sistema de visión nocturna (Gen3, marrón)</Spanish>
</Key>
<Key ID="STR_ACE_NightVision_NVG_Gen3_green">
<English>NV Goggles (Gen3, Green)</English>
<Czech>Noktovizor (Gen3, zelený)</Czech>
<French>JVN (Gen3, vertes)</French>
<German>NS-Brille (Gen3, Grün)</German>
<Italian>Occhiali notturni (Gen3, verdi)</Italian>
<Polish>Gogle noktowizyjne (Gen3, zielone)</Polish>
<Portuguese>Óculos de visão noturna (Gen3, verdes)</Portuguese>
<Russian>ПНВ (Gen3, зеленый)</Russian>
<Spanish>Sistema de visión nocturna (Gen3, verde)</Spanish>
</Key>
<Key ID="STR_ACE_NightVision_NVG_Gen3_black">
<English>NV Goggles (Gen3, Black)</English>
<Czech>Noktovizor (Gen3, černý)</Czech>
<French>JVN (Gen3, noires)</French>
<German>NS-Brille (Gen3, Schwarz)</German>
<Italian>Occhiali notturni (Gen3, neri)</Italian>
<Polish>Gogle noktowizyjne (Gen3, czarne)</Polish>
<Portuguese>Óculos de visão noturna (Gen3, pretos)</Portuguese>
<Russian>ПНВ (Gen3, черный)</Russian>
<Spanish>Sistema de visión nocturna (Gen3, negro)</Spanish>
</Key>
<Key ID="STR_ACE_NightVision_NVG_Gen4">
<English>NV Goggles (Gen4)</English>
<Czech>Noktovizor (Gen4)</Czech>
<French>JVN (Gen4)</French>
<German>NS-Brille (Gen4)</German>
<Italian>Occhiali notturni (Gen4)</Italian>
<Polish>Gogle noktowizyjne (Gen4)</Polish>
<Portuguese>Óculos de visão noturna (Gen4)</Portuguese>
<Russian>ПНВ (Gen4)</Russian>
<Spanish>Sistema de visión nocturna (Gen4)</Spanish>
</Key>
<Key ID="STR_ACE_NightVision_NVG_FullScreen">
<English>NV Goggles (Wide)</English>
<German>NS-Brille (Weitwinkel)</German>
<Spanish>Sistema de visión nocturna (Panorámicas)</Spanish>
<Polish>Gogle noktowizyjne (panoramiczne)</Polish>
<Czech>Noktovizor (Široký)</Czech>
<Russian>ПНВ (Широкий)</Russian>
</Key>
<Key ID="STR_ACE_NightVision_NVGBrightness">
<English>Brightness: %1</English>
<German>Helligkeit: %1</German>
<Spanish>Brillo: %1</Spanish>
<Polish>Czułość: %1</Polish>
<Czech>Zvýšení: %1</Czech>
<French>Luminosité : %1</French>
<Russian>Контраст: </Russian>
<Hungarian>Fényerő: %1</Hungarian>
<Portuguese>Luminosidade: %1</Portuguese>
<Italian>Luminosità: %1</Italian>
</Key>
<Key ID="STR_ACE_NightVision_IncreaseNVGBrightness">
<English>Increase NVG Brightness</English>
<German>Nachtsichtgerätshelligkeit erhöhen</German>
<Spanish>Aumentar el brillo de las NVG</Spanish>
<Polish>Zwiększ czułość noktowizji</Polish>
<Czech>Zvýšení jasu noktovizoru</Czech>
<French>Augmenter la luminosité des JVN</French>
<Russian>Увеличить яркость ПНВ</Russian>
<Hungarian>Fényerő növelése</Hungarian>
<Portuguese>Aumentar Luminosidade do EVN</Portuguese>
<Italian>Aumenta la luminosità dell'NVG</Italian>
</Key>
<Key ID="STR_ACE_NightVision_DecreaseNVGBrightness">
<English>Decrease NVG Brightness</English>
<German>Nachtsichtgerätshelligkeit verringern</German>
<Spanish>Disminuir el brillo de las NVG</Spanish>
<Polish>Zmniejsz czułość noktowizji</Polish>
<Czech>Snížení jasu noktovizoru</Czech>
<French>Baisser la luminosité des JVN</French>
<Russian>Уменьшить яркость ПНВ</Russian>
<Hungarian>Fényerő csökkentése</Hungarian>
<Portuguese>Diminuir Luminosidade do EVN</Portuguese>
<Italian>Riduci la luminosità dell'NVG</Italian>
</Key>
</Package>
</Project>