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// by commy2
#include "script_component.hpp"
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if (!hasInterface) exitWith {};
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GVAR(camera) = objNull;
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// save control for fired EH
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["ace_infoDisplayChanged", {
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TRACE_1("ace_infoDisplayChanged",_this);
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if (!isNull ((_this select 0) displayCtrl 1713001)) then {
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uiNamespace setVariable [QGVAR(RscWeaponInfo2D), _this select 0];
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};
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}] call CBA_fnc_addEventHandler;
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// camera has to be re-created every time another camera is created. Otherwise r2t is either black or transparent. @todo Add popular custom cameras to the event in ACE_common.
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["ace_activeCameraChanged", {
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params ["", "_isfeatureCameraActive"];
TRACE_1("ace_activeCameraChanged",_isfeatureCameraActive);
if (!_isfeatureCameraActive) then {
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// Destroy the camera, and it will be re-created in the onDrawScope2d helper
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if (!isNull GVAR(camera)) then {
GVAR(camera) cameraEffect ["TERMINATE", "BACK"];
camDestroy GVAR(camera);
TRACE_1("destroying pip camera for restart",GVAR(camera));
};
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};
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}] call CBA_fnc_addEventHandler;
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// Register fire event handler
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["ace_firedPlayer", DFUNC(handleFired)] call CBA_fnc_addEventHandler;