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Rain effect is working as expected.
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@ -13,7 +13,7 @@
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Nothing
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Example:
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[] spawn FUNC(RainEffect);
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[] call FUNC(RainEffect);
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*/
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#include "script_component.hpp"
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private ["_fnc_underCover"];
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@ -25,31 +25,31 @@ _fnc_underCover = {
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_pos = eyePos _unit;
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((positionCameraToWorld [0,0,1] select 2) < ((positionCameraToWorld [0,0,0] select 2) - 0.4)) || {(lineIntersects [_pos, _pos vectorAdd [0,0,15], _unit])}
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};
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if (isNull(findDisplay 312)) exitWith {
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if (!isNull(findDisplay 312)) exitWith {
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if (GVAR(RainActive)) then {
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call FUNC(RemoveRainEffect);
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};
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};
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// Ignore if ace_player is under water
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if (!GVAR(EffectsActive) || {underwater ace_player}) exitWith{call FUNC(RemoveRainEffect);};
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if (GVAR(RainLastRain) != rain) then {
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if (GVAR(RainLastLevel) != rain) then {
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call FUNC(RemoveRainEffect);
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GVAR(RainLastRain) = rain;
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GVAR(RainLastLevel) = rain;
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// Rain is happening
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if (GVAR(RainLastRain) > 0.05 && {!([ace_player] call _fnc_underCover)}) then {
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if (GVAR(RainLastLevel) > 0.05 && {!([ace_player] call _fnc_underCover)}) then {
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GVAR(RainActive) = true;
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GVAR(RainDrops) = "#particlesource" createVehicleLocal GetPos ace_player;
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GVAR(RainDrops) setParticleClass "ACERainEffect";
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GVAR(RainDrops) setDropInterval (0.07 * (1.1 - GVAR(RainLastRain)));
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GVAR(RainDrops) setDropInterval (0.07 * (1.1 - GVAR(RainLastLevel)));
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GVAR(RainDrops) attachTo [vehicle ace_player,[0,0,0]];
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};
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}else{
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if (GVAR(RainLastRain) > 0.05) then {
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if (GVAR(RainLastLevel) > 0.05) then {
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if (GVAR(RainActive) && {[ace_player] call _fnc_underCover}) exitWith {
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call FUNC(RemoveRainEffect);
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};
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if (!GVAR(RainActive)) then {
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GVAR(RainLastRain) = -1;
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GVAR(RainLastLevel) = -1;
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};
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};
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};
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