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completely prevent ace_optics from interfering with any mission camera scripts
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@ -7,7 +7,7 @@ GVAR(camera) = objNull;
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0 = 0 spawn {
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waituntil {!isNull ACE_player};
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waituntil {sleep 0.5; !(call EFUNC(common,isfeatureCameraActive)) && isNull (missionNamespace getVariable ["ACE_CustomCamera", objNull])};
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waituntil {sleep 1; {_x != GVAR(camera)} count allMissionObjects "camera" == 0};
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GVAR(camera) cameraEffect ["TERMINATE", "BACK"];
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camDestroy GVAR(camera);
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