#include "script_component.hpp" if (isServer) then { GVAR(lastFragTime) = -1; [QGVAR(frag_eh), {_this call FUNC(frago);}] call CBA_fnc_addEventHandler; }; ["ace_settingsInitialized", { if (!GVAR(enabled)) exitWith {}; // Register fire event handler ["ace_firedPlayer", LINKFUNC(fired)] call CBA_fnc_addEventHandler; ["ace_firedNonPlayer", LINKFUNC(fired)] call CBA_fnc_addEventHandler; ["ace_firedPlayerVehicle", LINKFUNC(fired)] call CBA_fnc_addEventHandler; ["ace_firedNonPlayerVehicle", LINKFUNC(fired)] call CBA_fnc_addEventHandler; addMissionEventHandler ["EachFrame", {call FUNC(masterPFH)}]; }] call CBA_fnc_addEventHandler; // Cache for ammo type configs GVAR(cacheRoundsTypesToTrack) = [false] call CBA_fnc_createNamespace; // Debug stuff: #ifdef DRAW_FRAG_INFO [] call FUNC(dev_startTracing); #endif #ifdef DEBUG_MODE_FULL [true, true, 30] call FUNC(dev_debugAmmo); #endif