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Throw the playerVisionModeChanged ACE event
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@ -75,14 +75,25 @@ enableCamShake true;
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}] call FUNC(addEventhandler);
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}] call FUNC(addEventhandler);
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GVAR(OldPlayerInventory) = ACE_player call FUNC(getAllGear);
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GVAR(OldPlayerInventory) = ACE_player call FUNC(getAllGear);
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GVAR(OldPlayerVisionMode) = currentVisionMode ACE_player;
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// PFH to raise "playerInventoryChanged" event
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// PFH to raise varios events
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[{
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[{
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// "playerInventoryChanged" event
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_newPlayerInventory = ACE_player call FUNC(getAllGear);
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_newPlayerInventory = ACE_player call FUNC(getAllGear);
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if !(_newPlayerInventory isEqualTo GVAR(OldPlayerInventory)) exitWith {
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if !(_newPlayerInventory isEqualTo GVAR(OldPlayerInventory)) exitWith {
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// Raise ACE event
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// Raise ACE event locally
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GVAR(OldPlayerInventory) = _newPlayerInventory;
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GVAR(OldPlayerInventory) = _newPlayerInventory;
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["playerInventoryChanged", [ACE_player, _newPlayerInventory]] call FUNC(localEvent);
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["playerInventoryChanged", [ACE_player, _newPlayerInventory]] call FUNC(localEvent);
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};
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};
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// "playerVisionModeChanged" event
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_newVisionMode = currentVisionMode ACE_player;
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if !(_newPlayerVisionMode isEqualTo GVAR(OldPlayerVisionMode)) exitWith {
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// Raise ACE event locally
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GVAR(OldPlayerVisionMode) = _newPlayerVisionMode;
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["playerVisionModeChanged", [ACE_player, _newPlayerVisionMode]] call FUNC(localEvent);
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};
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}, 0, []] call cba_fnc_addPerFrameHandler;
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}, 0, []] call cba_fnc_addPerFrameHandler;
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