#include "script_component.hpp" GVAR(configTypesAdded) = []; GVAR(magazineNameCache) = createHashMap; GVAR(usedMagazineNames) = createHashMap; [QGVAR(initSupplyVehicle), { TRACE_1("initSupplyVehicle EH",_this); // Warning: this can run before settings are init [FUNC(initSupplyVehicle), _this] call EFUNC(common,runAfterSettingsInit); }] call CBA_fnc_addEventHandler; ["CBA_settingsInitialized", { TRACE_3("settingsInit",GVAR(enabled),GVAR(level),GVAR(supply)); // need these events before enabled check for zeus rearm [QGVAR(rearmEntireVehicleSuccessEH), LINKFUNC(rearmEntireVehicleSuccess)] call CBA_fnc_addEventHandler; [QGVAR(rearmEntireVehicleSuccessLocalEH), LINKFUNC(rearmEntireVehicleSuccessLocal)] call CBA_fnc_addEventHandler; [QGVAR(makeDummyEH), LINKFUNC(makeDummy)] call CBA_fnc_addEventHandler; [QGVAR(rearmSuccessEH), LINKFUNC(rearmSuccess)] call CBA_fnc_addEventHandler; [QGVAR(rearmSuccessLocalEH), LINKFUNC(rearmSuccessLocal)] call CBA_fnc_addEventHandler; if (!GVAR(enabled)) exitWith {}; ["AllVehicles", "Init", LINKFUNC(initSupplyVehicle), true, ["Man", "StaticWeapon"], true] call CBA_fnc_addClassEventHandler; ["ReammoBox_F", "Init", LINKFUNC(initSupplyVehicle), true, [], true] call CBA_fnc_addClassEventHandler; ["House", "Init", LINKFUNC(initSupplyVehicle), true, [], true] call CBA_fnc_addClassEventHandler; // placed in editor static objects don't trigger init { _x call FUNC(initSupplyVehicle); } forEach allMissionObjects "Static"; ["ace_unconscious", LINKFUNC(handleUnconscious)] call CBA_fnc_addEventHandler; ["vehicle", { params ["_unit"]; [_unit] call FUNC(dropAmmo); }] call CBA_fnc_addPlayerEventHandler; if (isServer) then { addMissionEventHandler ["HandleDisconnect", {params ["_unit"]; [_unit] call FUNC(dropAmmo)}]; }; }] call CBA_fnc_addEventHandler;