initial files
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@@ -0,0 +1,58 @@
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private _olddistance_inf = -1;
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private _olddistance_veh = -1;
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private _olddistance_obj = -1;
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private _olddesiredvolume = -1;
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private _was_vehicle = false;
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private _min_view_distance = 300;
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private _desired_inf = -1;
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private _desired_veh = -1;
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private _desired_obj = -1;
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waitUntil { !isNil "GREUH_view_distance_factor" };
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waitUntil { !isNil "GREUH_force_adjust_view_distance" };
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while { true } do {
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waitUntil { sleep 0.3;
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(round _olddistance_inf != round desiredviewdistance_inf)
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|| (round _olddistance_veh != round desiredviewdistance_veh)
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|| (round _olddistance_obj != round desiredviewdistance_obj)
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|| ( (( vehicle player == player ) && _was_vehicle)
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|| (( vehicle player != player ) && !_was_vehicle) )
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|| !(alive player)
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|| ( round _olddesiredvolume != round desired_vehvolume)
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|| GREUH_force_adjust_view_distance };
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waitUntil { alive player };
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GREUH_force_adjust_view_distance = false;
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_olddistance_inf = round desiredviewdistance_inf;
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_olddistance_veh = round desiredviewdistance_veh;
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_olddistance_obj = round desiredviewdistance_obj;
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_olddesiredvolume = desired_vehvolume;
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_was_vehicle = ( vehicle player != player );
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if ( _was_vehicle ) then {
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_desired_veh = (round desiredviewdistance_veh) * GREUH_view_distance_factor;
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if ( _desired_veh < _min_view_distance ) then {
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_desired_veh = _min_view_distance;
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};
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setViewDistance _desired_veh;
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1 fadeSound ( desired_vehvolume / 100.0 );
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} else {
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_desired_inf = (round desiredviewdistance_inf) * GREUH_view_distance_factor;
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if ( _desired_inf < _min_view_distance ) then {
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_desired_inf = _min_view_distance;
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};
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setViewDistance _desired_inf;
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1 fadeSound 1;
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};
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_desired_obj = (((desiredviewdistance_obj / 100.0) * desiredviewdistance_inf) * GREUH_view_distance_factor);
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if ( _desired_obj < _min_view_distance) then {
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_desired_obj = _min_view_distance;
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};
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setObjectViewDistance _desired_obj;
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};
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