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Advanced Fatigue - Disable sway when Advanced Fatigue is off (#9867)
Disabled sway when advanced fatigue is off
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@ -2,6 +2,14 @@
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if (!hasInterface) exitWith {};
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if (!hasInterface) exitWith {};
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// recheck weapon inertia after weapon swap, change of attachments or switching unit
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["weapon", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler;
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["loadout", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler;
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["unit", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler;
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["CBA_settingsInitialized", {
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if (!GVAR(enabled)) exitWith {};
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["baseline", {
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["baseline", {
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private _fatigue = ACE_player getVariable [QGVAR(aimFatigue), 0];
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private _fatigue = ACE_player getVariable [QGVAR(aimFatigue), 0];
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switch (stance ACE_player) do {
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switch (stance ACE_player) do {
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@ -31,14 +39,6 @@ if (!hasInterface) exitWith {};
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};
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};
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}, QUOTE(ADDON)] call EFUNC(common,addSwayFactor);
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}, QUOTE(ADDON)] call EFUNC(common,addSwayFactor);
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// recheck weapon inertia after weapon swap, change of attachments or switching unit
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["weapon", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler;
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["loadout", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler;
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["unit", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler;
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["CBA_settingsInitialized", {
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if (!GVAR(enabled)) exitWith {};
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// - Post process effect ------------------------------------------------------
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// - Post process effect ------------------------------------------------------
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GVAR(ppeBlackout) = ppEffectCreate ["ColorCorrections", 4220];
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GVAR(ppeBlackout) = ppEffectCreate ["ColorCorrections", 4220];
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GVAR(ppeBlackout) ppEffectEnable true;
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GVAR(ppeBlackout) ppEffectEnable true;
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