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Reenable refraction fx but make it optional for the moment.
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@ -20,5 +20,17 @@ class CfgPatches {
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#include "CfgWeapons.hpp"
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#include "ACE_Settings.hpp"
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class ACE_Settings {
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class GVAR(DisplayTextOnJam) {
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typeName = "BOOL";
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isClientSettable = 1;
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value = 1;
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displayName = "$STR_ACE_overheating_SettingDisplayTextName";
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description = "$STR_ACE_overheating_SettingDisplayTextDesc";
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};
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class GVAR(enableRefractEffect) {
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typeName = "BOOL";
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value = 0;
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};
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};
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@ -46,31 +46,31 @@ if (time > (_unit getVariable [QGVAR(lastDrop), -1000]) + 0.40 && _scaledTempera
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_direction = (_unit weaponDirection _weapon) vectorMultiply 0.25;
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_position = (position _projectile) vectorAdd (_direction vectorMultiply (4*(random 0.30)));
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/*
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// Refract SFX, beginning at temp 100º
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_intensity = (_scaledTemperature - 0.10) / 0.90;
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drop [
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"\A3\data_f\ParticleEffects\Universal\Refract",
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"",
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"Billboard",
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1.1,
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2,
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_position,
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_direction,
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1,
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1.2,
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1.0,
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0.1,
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[0.1,0.15],
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[[0.06,0.06,0.06,0.32*_scaledTemperature], [0.3,0.3,0.3,0.28*_scaledTemperature], [0.3,0.3,0.3,0.25*_scaledTemperature], [0.3,0.3,0.3,0.22*_scaledTemperature], [0.3,0.3,0.3,0.1*_scaledTemperature]],
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[1,0],
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0.1,
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0.05,
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"",
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"",
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""
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];
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*/
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if (GVAR(enableRefractEffect)) then {
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// Refract SFX, beginning at temp 100º and maxs out at 500º
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_intensity = (_scaledTemperature - 0.10) / 0.40 min 1;
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drop [
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"\A3\data_f\ParticleEffects\Universal\Refract",
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"",
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"Billboard",
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10,
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2,
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_position,
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_direction,
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0,
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1.2,
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1.0,
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0.1,
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[0.10,0.25],
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[[0.6,0.6,0.6,0.3*_intensity],[0.2,0.2,0.2,0.05*_intensity]],
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[0,1],
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0.1,
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0.05,
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"",
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"",
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""
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];
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};
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// Smoke SFX, beginning at temp 150º
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_intensity = (_scaledTemperature - 0.15) / 0.85;
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