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https://github.com/acemod/ACE3.git
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cleanup, don't setVar public if no change
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9a3972de76
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@ -1,6 +1,6 @@
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/*
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/*
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* Author: PabstMirror
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* Author: PabstMirror
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*
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* Handles locality switch, runs a respawn check and then reapplies all effect events.
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*
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*
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* Arguments:
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* Arguments:
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* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
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* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
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@ -1,6 +1,6 @@
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/*
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/*
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* Author: PabstMirror
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* Author: PabstMirror
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*
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* Resets all effect numbers to 0 when an object respawns (but does not apply the effect event).
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*
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*
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* Arguments:
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* Arguments:
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* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
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* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
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@ -1,6 +1,6 @@
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/*
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/*
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* Author: PabstMirror
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* Author: PabstMirror
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* Adds or removes an id to a status effect and then updates the value
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* Adds or removes an id to a status effect and will send an event to apply.
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*
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*
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* Arguments:
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* Arguments:
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* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
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* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
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@ -51,12 +51,18 @@ if ((_effectNumber == -1) && {!_set}) exitWith {
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TRACE_2("Set False on nil array, exiting",_set,_effectNumber);
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TRACE_2("Set False on nil array, exiting",_set,_effectNumber);
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};
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};
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if (_effectNumber == -1) then {_effectNumber = 0};
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if (_effectNumber == -1) then {_effectNumber = 0}; //reset (-1/nil) to 0
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//if no change: skip sending publicVar and events
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private _effectBoolArray = [_effectNumber, count _statusReasons] call FUNC(binarizeNumber);
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private _effectBoolArray = [_effectNumber, count _statusReasons] call FUNC(binarizeNumber);
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TRACE_3("Setting New Value", _set, _statusIndex, _effectBoolArray);
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TRACE_2("bitArray",_statusIndex,_effectBoolArray);
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if (_set isEqualTo (_effectBoolArray select _statusIndex)) exitWith {
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TRACE_2("No Change, exiting",_set,_effectBoolArray select _statusIndex);
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};
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TRACE_2("Setting to new value",_set,_effectBoolArray select _statusIndex);
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_effectBoolArray set [_statusIndex, _set];
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_effectBoolArray set [_statusIndex, _set];
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_effectNumber = _effectBoolArray call FUNC(toBitmask);
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_effectNumber = _effectBoolArray call FUNC(toBitmask); //Convert array back to number
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TRACE_2("Saving globaly",_effectVarName,_effectNumber);
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TRACE_2("Saving globaly",_effectVarName,_effectNumber);
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_object setVariable [_effectVarName, _effectNumber, true];
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_object setVariable [_effectVarName, _effectNumber, true];
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