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Added separate handling for Air vehicles (longer view distances), Fixed normal zoom level to actual A3 value
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@ -13,8 +13,13 @@
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*
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* Public: No
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*/
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#define DEBUG_MODE_FULL
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#include "script_component.hpp"
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#define VD_NORMAL_ZOOM 1.00041
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#define VD_ZOOM_DIVISION 35
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#define VD_ZOOM_DIVISION_AIR 10
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params ["", "_idPFH"];
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// Remove PFH and set Object View Distance back to what it was before
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@ -26,11 +31,22 @@ if (GVAR(objectViewDistanceCoeff) < 6) exitWith {
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private ["_zoom"];
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_zoom = (call CBA_fnc_getFov) select 1;
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if (_zoom > 0.94) then {
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// Air
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if ((vehicle ACE_player) isKindOf "Air") exitWith {
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if (_zoom > VD_NORMAL_ZOOM) then {
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// Dynamically set Object View Distance based on player's Zoom Level and View Distance
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setObjectViewDistance ((_zoom / VD_ZOOM_DIVISION_AIR * (viewDistance - GVAR(fovBasedPFHminimalViewDistance))) + GVAR(fovBasedPFHminimalViewDistance));
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} else {
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setObjectViewDistance (GVAR(fovBasedPFHminimalViewDistance) + viewDistance / 10);
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};
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TRACE_2("FoV Based",getObjectViewDistance select 0,_zoom);
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};
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// Land
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if (_zoom > VD_NORMAL_ZOOM) then {
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// Dynamically set Object View Distance based on player's Zoom Level and View Distance
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setObjectViewDistance ((_zoom/34.98 * (viewDistance - GVAR(fovBasedPFHminimalViewDistance))) + GVAR(fovBasedPFHminimalViewDistance));
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setObjectViewDistance ((_zoom / VD_ZOOM_DIVISION * (viewDistance - GVAR(fovBasedPFHminimalViewDistance))) + GVAR(fovBasedPFHminimalViewDistance));
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} else {
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setObjectViewDistance GVAR(fovBasedPFHminimalViewDistance);
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};
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TRACE_2("FoV Based",getObjectViewDistance select 0,_zoom);
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