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20 lines
1.1 KiB
Plaintext
20 lines
1.1 KiB
Plaintext
#include "script_component.hpp"
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if (!hasInterface) exitWith {};
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if (viewDistance > GVAR(limitViewDistance)) then {
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setViewDistance GVAR(limitViewDistance); // force the view distance down to the limit.
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setObjectViewDistance (0.8 * GVAR(limitViewDistance));
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} else {
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[true] call FUNC(adaptViewDistance); // adapt view distance in the beginning according to whether client is on foot or vehicle.
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};
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// Set the EH which waits for any of the view distance settings to be changed, avoids the player having to enter or leave a vehicle for the changes to have effect.
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["SettingChanged",{
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if ((_this select 0 == QGVAR(viewDistanceOnFoot)) || (_this select 0 == QGVAR(viewDistanceLandVehicle)) || (_this select 0 == QGVAR(viewDistanceAirVehicle))) then {
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[true] call FUNC(adaptViewDistance);
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};
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},true] call ace_common_fnc_addEventHandler;
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// Set the EH which waits for a vehicle change to automatically swap to On Foot/In Land Vehicle/In Air Vehicle
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["playerVehicleChanged",{[false] call FUNC(adaptViewDistance)},true] call ace_common_fnc_addEventHandler; |