#include "script_component.hpp" GVAR(configTypesAdded) = []; ["CBA_settingsInitialized", { TRACE_2("settingsInit",GVAR(level),GVAR(supply)); ["LandVehicle", "Init", {_this call FUNC(initSupplyVehicle)}, true, ["StaticWeapon"], true] call CBA_fnc_addClassEventHandler; ["ReammoBox_F", "Init", {_this call FUNC(initSupplyVehicle)}, true, [], true] call CBA_fnc_addClassEventHandler; }] call CBA_fnc_addEventHandler; ["ace_unconscious", LINKFUNC(handleUnconscious)] call CBA_fnc_addEventHandler; [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; ["vehicle", { params ["_unit"]; [_unit] call FUNC(dropAmmo); }] call CBA_fnc_addPlayerEventHandler; if (isServer) then { addMissionEventHandler ["HandleDisconnect", {params ["_unit"]; [_unit] call FUNC(dropAmmo)}]; }; [QGVAR(makeDummyEH), LINKFUNC(makeDummy)] call CBA_fnc_addEventHandler; [QGVAR(rearmEntireVehicleSuccessEH), LINKFUNC(rearmEntireVehicleSuccess)] call CBA_fnc_addEventHandler; [QGVAR(rearmEntireVehicleSuccessLocalEH), LINKFUNC(rearmEntireVehicleSuccessLocal)] call CBA_fnc_addEventHandler; [QGVAR(rearmSuccessEH), LINKFUNC(rearmSuccess)] call CBA_fnc_addEventHandler; [QGVAR(rearmSuccessLocalEH), LINKFUNC(rearmSuccessLocal)] call CBA_fnc_addEventHandler; GVAR(magazineNameCache) = [] call CBA_fnc_createNamespace; GVAR(originalMagazineNames) = [];