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Moved infinite spawned loop to Loaded event for handing save game loads. Events for the win! diag_activeSQFScripts as of this build returns empty on a bare mission.
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@ -97,14 +97,16 @@ if (!hasInterface) exitWith {};
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call COMPILE_FILE(scripts\assignedItemFix);
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call COMPILE_FILE(scripts\assignedItemFix);
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call COMPILE_FILE(scripts\initScrollWheel);
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call COMPILE_FILE(scripts\initScrollWheel);
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0 spawn {
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DFUNC(mouseZHandler) = {
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while {true} do {
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waitUntil {!isNull (findDisplay 46)}; sleep 0.1;
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waitUntil {!isNull (findDisplay 46)}; sleep 0.1;
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findDisplay 46 displayAddEventHandler ["MouseZChanged", QUOTE( _this call GVAR(onScrollWheel) )];
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findDisplay 46 displayAddEventHandler ["MouseZChanged", QUOTE( _this call GVAR(onScrollWheel) )];
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[false] call FUNC(disableUserInput);
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[false] call FUNC(disableUserInput);
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waitUntil {isNull (findDisplay 46)};
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};
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};
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};
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addMissionEventHandler ["Loaded", FUNC(mouseZHandler)];
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[] spawn FUNC(mouseZHandler);
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enableCamShake true;
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enableCamShake true;
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// Set the name for the current player
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// Set the name for the current player
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