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https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Bring component up to date, use user EH instead
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@ -1 +1 @@
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z\ace\addons\prone_launcher
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z\ace\addons\pronelauncher
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@ -1,18 +1,5 @@
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class Extended_PreStart_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_preStart));
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};
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};
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class Extended_PreInit_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_preInit));
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};
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};
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class Extended_PostInit_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_postInit));
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init = QUOTE(call COMPILE_SCRIPT(XEH_postInit));
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};
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};
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@ -3,7 +3,7 @@ class CfgMovesMaleSdr: CfgMovesBasic {
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class TransAnimBase;
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class AmovPpneMstpSrasWlnrDnon;
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class States {
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//Prone Stopped Launcher
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// Prone Stopped Launcher
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class ACE_LauncherProne: AmovPpneMstpSrasWlnrDnon {
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variantsAI[] = {};
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variantsPlayer[] = {};
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@ -49,7 +49,7 @@ class CfgMovesMaleSdr: CfgMovesBasic {
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"Campaign_Base", 0.02
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};
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};
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//Prone Stopped Launcher Turn Left
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// Prone Stopped Launcher Turn Left
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class AmovPpneMstpSrasWlnrDnon_turnL: AmovPpneMstpSrasWlnrDnon {
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actions = "ACE_LauncherProneActions";
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aimPrecision = 5;
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@ -60,7 +60,7 @@ class CfgMovesMaleSdr: CfgMovesBasic {
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"AmovPpneMstpSrasWlnrDnon", 0.02
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};
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};
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//Prone Stopped Launcher Turn Right
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// Prone Stopped Launcher Turn Right
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class AmovPpneMstpSrasWlnrDnon_turnR: AmovPpneMstpSrasWlnrDnon {
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actions = "ACE_LauncherProneActions";
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aimPrecision = 5;
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@ -71,7 +71,7 @@ class CfgMovesMaleSdr: CfgMovesBasic {
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"AmovPpneMstpSrasWlnrDnon", 0.02
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};
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};
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//Prone Stopped Launcher -> Standing Stopped Launcher
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// Prone Stopped Launcher -> Standing Stopped Launcher
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//class AmovPpneMstpSrasWlnrDnon_AmovPercMstpSrasWlnrDnon: TransAnimBase {
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// actions = "LauncherStandActions";
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// duty = 2;
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@ -1 +0,0 @@
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PREP(onKeyDown);
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@ -1 +1,71 @@
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#include "script_component.hpp"
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addUserActionEventHandler ["Stand", "Activate", { // Stand (toggle)
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if ((!alive ACE_player) || {!(isNull objectParent ACE_player)}) exitWith {};
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private _launcherWeapon = secondaryWeapon ACE_player;
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if ((_launcherWeapon == "") || {currentWeapon ACE_player != _launcherWeapon}) exitwith {};
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if ((stance ACE_player) == "PRONE") then {
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TRACE_1("stand toggle",stance ACE_player);
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ACE_player playMoveNow "AmovPpneMstpSrasWlnrDnon_AmovPknlMstpSrasWlnrDnon";
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ACE_player playMove "AmovPknlMstpSrasWlnrDnon_AmovPercMstpSrasWlnrDnon";
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};
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}];
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addUserActionEventHandler ["Crouch", "Activate", { // Crouch (toggle)
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if ((!alive ACE_player) || {!(isNull objectParent ACE_player)}) exitWith {};
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private _launcherWeapon = secondaryWeapon ACE_player;
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if ((_launcherWeapon == "") || {currentWeapon ACE_player != _launcherWeapon}) exitwith {};
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if ((stance ACE_player) == "PRONE") then {
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TRACE_1("crouch toggle",stance ACE_player);
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ACE_player playMoveNow "AmovPpneMstpSrasWlnrDnon_AmovPknlMstpSrasWlnrDnon";
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};
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}];
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addUserActionEventHandler ["Prone", "Activate", { // Prone (toggle)
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if ((!alive ACE_player) || {!(isNull objectParent ACE_player)}) exitWith {};
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private _launcherWeapon = secondaryWeapon ACE_player;
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if ((_launcherWeapon == "") || {currentWeapon ACE_player != _launcherWeapon}) exitwith {};
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TRACE_1("prone toggle",stance ACE_player);
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// Make unit go prone (resets if key is pressed, so need to redo animation)
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ACE_player playMoveNow "ACE_LauncherProne";
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}];
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addUserActionEventHandler ["MoveUp", "Activate", { // (X) Crouch / Stand Up
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if ((!alive ACE_player) || {!(isNull objectParent ACE_player)}) exitWith {};
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private _launcherWeapon = secondaryWeapon ACE_player;
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if ((_launcherWeapon == "") || {currentWeapon ACE_player != _launcherWeapon}) exitwith {};
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if ((stance ACE_player) == "PRONE") then {
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TRACE_1("moveUp from prone",stance ACE_player);
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ACE_player playMoveNow "AmovPpneMstpSrasWlnrDnon_AmovPknlMstpSrasWlnrDnon";
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};
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}];
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addUserActionEventHandler ["MoveDown", "Activate", { // (Z) Go Prone / Stand Up
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if ((!alive ACE_player) || {!(isNull objectParent ACE_player)}) exitWith {};
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private _launcherWeapon = secondaryWeapon ACE_player;
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if ((_launcherWeapon == "") || {currentWeapon ACE_player != _launcherWeapon}) exitwith {};
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if ((stance ACE_player) == "PRONE") then {
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TRACE_1("moveDown from prone",stance ACE_player);
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ACE_player playMoveNow "AmovPpneMstpSrasWlnrDnon_AmovPknlMstpSrasWlnrDnon";
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ACE_player playMove "AmovPknlMstpSrasWlnrDnon_AmovPercMstpSrasWlnrDnon";
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} else {
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TRACE_1("moveDown from non-prone",stance ACE_player);
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ACE_player playMoveNow "ACE_LauncherProne";
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};
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}];
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@ -1,11 +0,0 @@
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#include "script_component.hpp"
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ADDON = false;
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PREP_RECOMPILE_START;
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#include "XEH_PREP.hpp"
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PREP_RECOMPILE_END;
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["KeyDown", {_this call FUNC(onKeyDown)}] call CBA_fnc_addDisplayHandler;
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ADDON = true;
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@ -1,3 +0,0 @@
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#include "script_component.hpp"
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#include "XEH_PREP.hpp"
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@ -1,57 +0,0 @@
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#include "script_component.hpp"
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/*
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* Author: PiZZADOX, Jonpas
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* Handles keyDown EH for overriding engine stance changes when in AT launcher stance.
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*
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* Arguments:
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* 0: Control <CONTROL>
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* 1: Key <NUMBER>
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* 2: Shift <BOOL>
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* 3: Ctrl <BOOL>
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* 4: Alt <BOOL>
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*
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* Return Value:
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* None
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*
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* Example:
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* [control, 5, false, true, false] call ace_pronelauncher_fnc_onKeyDown
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*
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* Public: No
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*/
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params ["", "_key"];
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if !(isNull objectParent ACE_player) exitWith {false};
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private _launcherWeapon = secondaryWeapon ACE_player;
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if (_launcherWeapon isEqualTo "") exitwith {false};
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if (currentWeapon ACE_player != _launcherWeapon) exitWith {false};
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private _stance = stance ACE_player;
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private _keysMoveDown = actionKeys "moveDown";
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private _keysMoveUp = actionKeys "moveUp";
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private _keysProne = actionKeys "Prone";
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private _keysCrouch = actionKeys "Crouch";
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private _keysStand = actionKeys "Stand";
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if (_stance in ["STAND", "CROUCH"] && {(_key in _keysMoveDown) || (_key in _keysProne)}) exitWith {
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ACE_player playMoveNow "ACE_LauncherProne";
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true
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};
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if (_stance isEqualTo "PRONE") exitWith {
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if (_key in _keysProne) exitWith {
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true
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};
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if ((_key in _keysCrouch) || (_key in _keysMoveUp)) exitWith {
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ACE_player playMoveNow "AmovPpneMstpSrasWlnrDnon_AmovPknlMstpSrasWlnrDnon";
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true
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};
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if ((_key in _keysMoveDown) || (_key in _keysStand)) exitWith {
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ACE_player playMoveNow "AmovPpneMstpSrasWlnrDnon_AmovPknlMstpSrasWlnrDnon";
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ACE_player playMove "AmovPknlMstpSrasWlnrDnon_AmovPercMstpSrasWlnrDnon";
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true
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};
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false
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};
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false
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@ -1 +0,0 @@
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#include "\z\ace\addons\pronelauncher\script_component.hpp"
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#include "\z\ace\addons\main\script_mod.hpp"
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#define DEBUG_MODE_FULL
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#define DISABLE_COMPILE_CACHE
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#define ENABLE_PERFORMANCE_COUNTERS
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// #define DISABLE_COMPILE_CACHE
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// #define ENABLE_PERFORMANCE_COUNTERS
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#ifdef DEBUG_ENABLED_PRONELAUNCHER
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#define DEBUG_MODE_FULL
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