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nightvision: make EH calls traceable
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7fd578326f
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@ -29,9 +29,9 @@ GVAR(ppEffectMuzzleFlash) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [
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GVAR(ppEffectMuzzleFlash) ppEffectCommit 0;
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// Setup the event handlers
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["playerInventoryChanged", FUNC(updatePPEffects)] call EFUNC(common,addEventHandler);
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["playerVisionModeChanged", FUNC(updatePPEffects)] call EFUNC(common,addEventHandler);
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["zeusDisplayChanged", FUNC(updatePPEffects)] call EFUNC(common,addEventHandler);
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["cameraViewChanged", FUNC(updatePPEffects)] call EFUNC(common,addEventHandler);
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["playerVehicleChanged", FUNC(updatePPEffects)] call EFUNC(common,addEventHandler);
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["playerTurretChanged", FUNC(updatePPEffects)] call EFUNC(common,addEventHandler);
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["playerInventoryChanged", {_this call FUNC(updatePPEffects)}] call EFUNC(common,addEventHandler);
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["playerVisionModeChanged", {_this call FUNC(updatePPEffects)}] call EFUNC(common,addEventHandler);
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["zeusDisplayChanged", {_this call FUNC(updatePPEffects)}] call EFUNC(common,addEventHandler);
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["cameraViewChanged", {_this call FUNC(updatePPEffects)}] call EFUNC(common,addEventHandler);
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["playerVehicleChanged", {_this call FUNC(updatePPEffects)}] call EFUNC(common,addEventHandler);
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["playerTurretChanged", {_this call FUNC(updatePPEffects)}] call EFUNC(common,addEventHandler);
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