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Merge pull request #2515 from acemod/340fixinventoryeh
fix playerInventoryChanged eventhandler triggers when current weapon is changed fix #2513
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commit
450ee98004
@ -18,7 +18,6 @@
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* 14-16: pistol (String, Array, Array)
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* 17: map, compass, watch, etc. (Array)
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* 18: binocluar (String)
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* 19: active weapon, active muzzle, active weaponMode (Array)
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*
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*/
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#include "script_component.hpp"
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@ -35,8 +34,7 @@ if (isNull _unit) exitWith {[
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"", ["","","",""], [],
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"", ["","","",""], [],
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[],
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"",
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["","",""]
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""
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]};
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[
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@ -49,6 +47,5 @@ if (isNull _unit) exitWith {[
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secondaryWeapon _unit, secondaryWeaponItems _unit, secondaryWeaponMagazine _unit,
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handgunWeapon _unit, handgunItems _unit, handgunMagazine _unit,
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assignedItems _unit,
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binocular _unit,
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[currentWeapon _unit, currentMuzzle _unit, currentWeaponMode _unit]
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binocular _unit
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]
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@ -25,6 +25,7 @@ if (ACE_player == _killedUnit) then {
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if (GVAR(SavePreDeathGear)) then {
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GVAR(unitGear) = [_killedUnit] call EFUNC(common,getAllGear);
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GVAR(unitGear) pushBack [currentWeapon _killedUnit, currentMuzzle _killedUnit, currentWeaponMode _killedUnit];
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};
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};
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