//#define DEBUG_MODE_FULL #include "script_component.hpp" TRACE_1("enter", _this); PARAMS_1(_laserTarget); // Add the target to the global targets array // Everyone tracks them // Add the laser localized to the laser array, and give it the default localized code PUSH(GVAR(VanillaLasers), _laserTarget); // Check the vehicle, otherwise use the default _laserTarget setVariable [QGVAR(code), ACE_DEFAULT_LASER_CODE, false]; _laserTarget setVariable [QGVAR(beamSpread), ACE_DEFAULT_LASER_BEAMSPREAD, false]; _laserTarget setVariable [QGVAR(waveLength), ACE_DEFAULT_LASER_WAVELENGTH, false]; // Clean the lasers of any null objects while we are here REM(GVAR(VanillaLasers), objNull); if(!(local _laserTarget)) exitWith { }; // The target is local, so its on this client if(!isDedicated) then { // @TODO: Get ownership variables and set them on the vehicle _uuid = [(vehicle ACE_player), ACE_player, QFUNC(vanillaLaserSeekerHandler), ACE_DEFAULT_LASER_WAVELENGTH, ACE_DEFAULT_LASER_CODE, ACE_DEFAULT_LASER_BEAMSPREAD] call FUNC(laserOn); _laserTarget setVariable [QGVAR(uuid), _uuid, false]; [FUNC(laserTargetPFH), 0, [_laserTarget, ACE_player, _uuid]] call cba_fnc_addPerFrameHandler; } else { // server side ownership of laser _laserTarget setVariable [QGVAR(owner), nil, true]; };