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Switch 2 perm PFEH to everyFrame (#5140)
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@ -14,7 +14,7 @@ if (isServer) then {
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["ace_firedPlayerVehicle", LINKFUNC(fired)] call CBA_fnc_addEventHandler;
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["ace_firedPlayerVehicle", LINKFUNC(fired)] call CBA_fnc_addEventHandler;
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["ace_firedNonPlayerVehicle", LINKFUNC(fired)] call CBA_fnc_addEventHandler;
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["ace_firedNonPlayerVehicle", LINKFUNC(fired)] call CBA_fnc_addEventHandler;
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[LINKFUNC(masterPFH), 0, []] call CBA_fnc_addPerFrameHandler;
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addMissionEventHandler ["EachFrame", {call FUNC(masterPFH)}];
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}] call CBA_fnc_addEventHandler;
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}] call CBA_fnc_addEventHandler;
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// Cache for ammo type configs
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// Cache for ammo type configs
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@ -62,11 +62,9 @@ simulWeatherSync;
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["ace_settingsInitialized",{
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["ace_settingsInitialized",{
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TRACE_1("ace_settingsInitialized eh",GVAR(syncRain));
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TRACE_1("ace_settingsInitialized eh",GVAR(syncRain));
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//Create a 0 sec delay PFEH to update rain every frame:
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// update rain every frame:
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if (GVAR(syncRain)) then {
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if (GVAR(syncRain)) then {
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[{
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addMissionEventHandler ["EachFrame", {0 setRain GVAR(ACE_rain)}];
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0 setRain GVAR(ACE_rain);
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}, 0, []] call CBA_fnc_addPerFrameHandler;
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};
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};
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//Create a 1 sec delay PFEH to update wind/rain/temp/humidity:
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//Create a 1 sec delay PFEH to update wind/rain/temp/humidity:
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