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It's hard to tell what has changed when commenting out the harmonics. I think you need to encounter a storm for the changes to take effect.I don't know if I did it right or not. The ship is not as jerky, but maybe it is because I'm sailing a bigger ship now.
I got into a very foggy storm. I could not see the ships around me until it ended. Maybe the fog is working.
if(bWhrStorm){
Weathers.Fog.Color = argb(0,162,152,155);
Weathers.SpecialSeaFog.Color = argb(0,60,50,57);
}
else{
Weathers.Fog.Color = argb(0,162,152,155);
// Weathers.SpecialSeaFog.Color = argb(0,162,152,155); // LDH this is way too light 20Feb09
Weathers.SpecialSeaFog.Color = argb(0,100,150,195); //0,125,174,220 LDH sky color 21Feb09
}
The only conditions that precede my attempted IF statement are at the top of WhrInitValues.c:Is bWhrStorm defined already in that function?
void Whr_InitGValues()
{
if ( curTime >= 10 && curTime < 18)
{
if(Whr_IsStorm()){
Weathers.Fog.Color = argb(0,162,152,155);
Weathers.SpecialSeaFog.Color = argb(0,60,50,57);
}
else{
Weathers.Fog.Color = argb(0,162,152,155);
// Weathers.SpecialSeaFog.Color = argb(0,162,152,155); // LDH this is way too light 20Feb09
Weathers.SpecialSeaFog.Color = argb(0,100,150,195); //0,125,174,220 LDH sky color 21Feb09
}
Weathers.Sea.Harmonics.h1 = "0.0,10.0,0.1202,80.87,-68.00";
Weathers.Sea.Harmonics.h2 = "1.57,10.0,2.1002,82.28,88.00";
Weathers.Sea.Harmonics.h3 = "0.47,7.0,2.2002,82.28,68.00";
//Weathers.Sea.Harmonics.h4 = "0.27,47.0,0.0502,82.28,288.00"; //
//Weathers.Sea.Harmonics.h5 = "1.27,57.0,0.0702,82.28,188.00";
Weathers.Sea.Harmonics.h6 = "2.27,57.0,0.0302,82.28,88.00";
//Weathers.Sea.Harmonics.h7 = "2.27,37.0,0.1402,82.28,188.00";
//Weathers.Sea.Harmonics.h8 = "2.77,17.0,0.0502,82.28,288.00";
//Weathers.Sea.Harmonics.h9 = "1.77,17.0,0.1002,82.28,188.00";
Weathers.Sea.Harmonics.h10 = "1.0,14.0,0.5002,82.28,28.00"; //