#include "..\script_component.hpp" /* * Author: Jonpas * Sets Object View Distance dynamically based on current Field of View, between Object View Distance (minimal value) and View Distance (maximum value) set before this PFH starts. * * Arguments: * 0: PFH Arguments * 1: PFH Handle * * Return Value: * PFH Handle * * Example: * [] call ace_viewdistance_fnc_setFovBasedOvdPFH * * Public: No */ params ["", "_idPFH"]; // Remove PFH and set Object View Distance back to what it was before if (GVAR(objectViewDistanceCoeff) < 6) exitWith { [_idPFH] call CBA_fnc_removePerFrameHandler; GVAR(fovBasedPFHminimalViewDistance) = nil; }; private _zoom = ([] call CBA_fnc_getFov) select 1; if (_zoom > VD_ZOOM_NORMAL) then { // Dynamically set Object View Distance based on player's Zoom Level and View Distance if ((vehicle ACE_player) isKindOf "Air") then { setObjectViewDistance ((_zoom / VD_ZOOM_DIVISION_AIR * (viewDistance - GVAR(fovBasedPFHminimalViewDistance))) + GVAR(fovBasedPFHminimalViewDistance)); } else { setObjectViewDistance ((_zoom / VD_ZOOM_DIVISION * (viewDistance - GVAR(fovBasedPFHminimalViewDistance))) + GVAR(fovBasedPFHminimalViewDistance)); }; } else { if ((vehicle ACE_player) isKindOf "Air") then { setObjectViewDistance (GVAR(fovBasedPFHminimalViewDistance) + viewDistance / 10); } else { setObjectViewDistance GVAR(fovBasedPFHminimalViewDistance); }; }; TRACE_2("FoV Based",getObjectViewDistance select 0,_zoom);