* Added compat_adr_97 and realisticnames
p90 cyka blyat
* typo
* Added Balistics stuff for p90 compat
* 2 spaces to 4 spaces
* styled my shit
* Name for Hex variants, firemodes for the civilian variant
* Also changed the magzine names
* fixed ubc warning
* fixed my style once again
* my stuff looks even better now ...
* ...
* -Converted flashlight glow object to chemlight type (emits light without sprite)
-Fixed issue where glow object was being deleted without being first detached
* Cleanup of temp classes.
* Spaces before and after =
* Moved effects into Effects.hpp.
JSRS Eden defines a SoundSetExplosion[] on ShellBase to define explosion sounds, which gives huntir unexpected exploding sound when used together. Adding SoundSetExplosion[] = {}; shall fix the problem.
Allows us to switch event names such that anyone currently using our old event framework and names won't have their code broken until it is deprecated in version 3.8.0
CBA 2.4.0 entirely replaces the ACE events framework.
Adds wrappers with deprecated warnings to all of the public event framework functions and removes all of the underlying GVARs and code.
Allows zeus to select a position for the module task to be carried out at - as a bonus it works alongside the radius attribute and will draw a circle preview if a radius is present.
Unfortunately control types 100 & 101 don't play nicely with controls groups and so I've commented out the position attribute from the displays that would currently use it. Otherwise it is all seemingly working fine, just that the position of the control is all wrong and it doesn't stay within the bounds of the controls group.
I opened an issue tracker ticket for the problem here: https://feedback.bistudio.com/T116708
* Hearing - New XEH, Fix dead effects, Medical var
* Use setHearingCapability
* Cleanup dead player vol update
* Don't change global hearing in medical
* Fix exitWith