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Changes for CBA 2.3
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@ -32,7 +32,6 @@ class CfgVehicles {
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// ammo boxes
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class ThingX;
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class ReammoBox_F: ThingX {
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XEH_ENABLED;
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GVAR(canCarry) = 0;
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GVAR(carryPosition[]) = {0,1,1};
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GVAR(carryDirection) = 0;
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@ -76,28 +76,3 @@ GVAR(ParsedTextCached) = [];
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if (GVAR(menuBackground)==1) then {[QGVAR(menuBackground), false] call EFUNC(common,blurScreen);};
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if (GVAR(menuBackground)==2) then {(uiNamespace getVariable [QGVAR(menuBackground), displayNull]) closeDisplay 0;};
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}] call EFUNC(common,addEventHandler);
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//Debug to help end users identify mods that break CBA's XEH
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[{
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private _badClassnames = [];
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{
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//Only check Land objects (WeaponHolderSimulated show up in `vehicles` for some reason)
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if ((_x isKindOf "Land") && {(isNil (format [QGVAR(Act_%1), typeOf _x])) || {isNil (format [QGVAR(SelfAct_%1), typeOf _x])}}) then {
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if (!((typeOf _x) in _badClassnames)) then {
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_badClassnames pushBack (typeOf _x);
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ACE_LOGERROR_3("Compile checks bad for (classname: %1)(addon: %2) %3", (typeOf _x), (unitAddons (typeOf _x)), _x);
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};
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};
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} forEach (allUnits + allDeadMen + vehicles);
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if ((count _badClassnames) == 0) then {
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ACE_LOGINFO("All compile checks passed");
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} else {
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ACE_LOGERROR_1("%1 Classnames failed compile check!!! (bad XEH / missing cba_enable_auto_xeh.pbo)", (count _badClassnames));
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//Only show visual error if they are actually missing the pbo:
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#define SUPMON configFile>>"CfgSettings">>"CBA">>"XEH">>"supportMonitor"
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if ((!isNumber(SUPMON)) || {getNumber(SUPMON) != 1}) then {
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["ACE Interaction failed to compile for some units (try adding cba_enable_auto_xeh.pbo)"] call BIS_fnc_error;
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};
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};
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}, [], 5] call EFUNC(common,waitAndExecute); //ensure CBASupMon has time to run first
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