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Map - Use getLightingAt
(more light sources illuminate map)
#8343
Conversation
oh wow, can't wait to see how it looks with nightvision on to see the map blinking :D Does that work? |
it works even with NV off that's why I mentioned it especially. And yes, map really blinks :) |
Humans cannot see IR |
It should already respect IR able state of camera. I can probably smuggle it in that it uses NV state of the current camera. |
Fixed, uses players NV state. |
or retest here |
Tested, works as expected. IR grenade/flare illuminate map only when in NV goggles. I didn't test NV scopes, maybe later. |
I think we should merge and then create issue for above. |
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
getLightingAt
(more light sources illuminate map)
…#8343) Co-authored-by: PabstMirror <pabstmirror@gmail.com>
When merged this pull request will:
getLightingAt
-based (thank you @dedmen);compartmentsLights
if they exist (most vanilla armored vehicles and some CUP/RHS do);Wheeled_APC_F
parent check;[0,0,0]
color handling infnc_simulateMapLight
;fnc_updateMapEffects
header.With this PR these light sources will also illuminate map:
Light colors will be also calculated correctly for several sources.
IR grenade/flare map illuminating is doubtful but we can't disable it and it's better to think that map luminesces by IR light.
I can't explain math for
_alfa
and_finalColor
calculating, I just sorted values out. Also I'm not sure about ambient and dynamic brightness/color summarizing but it looks quite good.You can use this code to create map snippet on screen to test effects (splendid camera handled)