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common: raise more local ACE events
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@ -77,6 +77,9 @@ enableCamShake true;
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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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GVAR(OldPlayerVisionMode) = currentVisionMode ACE_player;
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GVAR(OldZeusDisplayIsOpen) = !(isNull findDisplay 312);
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GVAR(OldZeusDisplayIsOpen) = !(isNull findDisplay 312);
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GVAR(OldCameraView) = cameraView;
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GVAR(OldPlayerVehicle) = vehicle ACE_player;
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GVAR(OldPlayerTurret) = [ACE_player] call FUNC(getTurretIndex);
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// PFH to raise varios events
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// PFH to raise varios events
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[{
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[{
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@ -105,4 +108,28 @@ GVAR(OldZeusDisplayIsOpen) = !(isNull findDisplay 312);
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["zeusDisplayChanged", [ACE_player, _newZeusDisplayIsOpen]] call FUNC(localEvent);
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["zeusDisplayChanged", [ACE_player, _newZeusDisplayIsOpen]] call FUNC(localEvent);
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};
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};
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// "cameraViewChanged" event
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_newCameraView = cameraView;
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if !(_newCameraView isEqualTo GVAR(OldCameraView)) then {
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// Raise ACE event locally
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GVAR(OldCameraView) = _newCameraView;
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["cameraViewChanged", [ACE_player, _newCameraView]] call FUNC(localEvent);
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};
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// "playerVehicleChanged" event
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_newPlayerVehicle = vehicle ACE_player;
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if !(_newPlayerVehicle isEqualTo GVAR(OldPlayerVehicle)) then {
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// Raise ACE event locally
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GVAR(OldPlayerVehicle) = _newPlayerVehicle;
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["playerVehicleChanged", [ACE_player, _newPlayerVehicle]] call FUNC(localEvent);
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};
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// "playerTurretChanged" event
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[ACE_player] call FUNC(getTurretIndex);
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if !(_newPlayerTurret isEqualTo GVAR(OldPlayerTurret)) then {
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// Raise ACE event locally
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GVAR(OldPlayerTurret) = _newPlayerTurret;
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["playerTurretChanged", [ACE_player, _newPlayerTurret]] 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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@ -16,6 +16,8 @@ private ["_unit", "_vehicle", "_turrets", "_units", "_index"];
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_unit = _this select 0;
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_unit = _this select 0;
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_vehicle = vehicle _unit;
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_vehicle = vehicle _unit;
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if (_unit == _vehicle) exitWith {[]};
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//_turrets = [typeOf _vehicle] call FUNC(getTurrets);
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//_turrets = [typeOf _vehicle] call FUNC(getTurrets);
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_turrets = allTurrets [_vehicle, true];
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_turrets = allTurrets [_vehicle, true];
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