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Added PlayerJIP event, handled full requests on JIP.
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@ -107,7 +107,6 @@ GVAR(OldPlayerWeapon) = currentWeapon ACE_player;
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// PFH to raise varios events
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[{
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// "playerInventoryChanged" event
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_newPlayerInventory = [ACE_player] call FUNC(getAllGear);
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if !(_newPlayerInventory isEqualTo GVAR(OldPlayerInventory)) then {
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@ -190,6 +189,32 @@ GVAR(OldPlayerWeapon) = currentWeapon ACE_player;
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}] call FUNC(addCanInteractWithCondition);
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// Synced ACE events
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// Handle JIP scenario
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if(!isServer) then{
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["PlayerJip", {
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diag_log text format["[ACE] - JIP event synchronization initialized"];
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["SEH_all", [player]] call FUNC(serverEvent);
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}] call FUNC(addEventHandler);
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} else {
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["SEH_all", FUNC(_handleRequestAllSyncedEvents)] call FUNC(addEventHandler);
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};
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["SEH", FUNC(_handleSyncedEvent)] call FUNC(addEventHandler);
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["SEH_s", FUNC(_handleRequestSyncedEvent)] call FUNC(addEventHandler);
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[FUNC(syncedEventPFH), 0.5, []] call cba_fnc_addPerFrameHandler;
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// JIP Detection and event trigger. Run this at the very end, just in case anything uses it
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if(isNull player) then {
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// We are jipping! Get ready and wait, and throw the event
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[{
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PARAMS_2(_args,_handle);
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if(!isNull player) then {
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["PlayerJip", [player] ] call FUNC(localEvent);
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[_handle] call cba_fnc_removePerFrameHandler;
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};
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}, 0, []] call cba_fnc_addPerFrameHandler;
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};
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@ -0,0 +1,23 @@
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/*
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* Author: jaynus
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*
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*
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* Argument:
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*
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* Return value:
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* Boolean of success
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*/
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#define DEBUG_MODE_FULL
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#include "script_component.hpp"
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PARAMS_1(_client);
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{
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private["_eventName", "_eventEntry", "_eventLog"];
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_eventName = _x;
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_eventEntry = HASH_GET(GVAR(syncedEvents),_eventName);
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_eventLog = _eventEntry select 1;
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["SEH_s", _client, [_eventName, _eventLog] ] call FUNC(targetEvent);
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} forEach (GVAR(syncedEvents) select 0);
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true
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@ -7,7 +7,7 @@
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* Return value:
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* Boolean of success
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*/
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#define DEBUG_MODE_FULL
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#define DEBUG_MODE_FULL
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#include "script_component.hpp"
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//SEH_s
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