// by commy2 #include "script_component.hpp" if (!hasInterface) exitWith {}; GVAR(camera) = objNull; // save control for fired EH ["ace_infoDisplayChanged", { TRACE_1("ace_infoDisplayChanged",_this); if (!isNull ((_this select 0) displayCtrl 1713001)) then { uiNamespace setVariable [QGVAR(RscWeaponInfo2D), _this select 0]; }; }] call CBA_fnc_addEventHandler; // camera has to be re-created every time another camera is created. Otherwise r2t is either black or transparent. @todo Add popular custom cameras to the event in ACE_common. ["ace_activeCameraChanged", { params ["", "_isfeatureCameraActive"]; TRACE_1("ace_activeCameraChanged",_isfeatureCameraActive); if (!_isfeatureCameraActive) then { // Destroy the camera, and it will be re-created in the onDrawScope2d helper if (!isNull GVAR(camera)) then { GVAR(camera) cameraEffect ["TERMINATE", "BACK"]; camDestroy GVAR(camera); TRACE_1("destroying pip camera for restart",GVAR(camera)); }; }; }] call CBA_fnc_addEventHandler; // Register fire event handler ["ace_firedPlayer", DFUNC(handleFired)] call CBA_fnc_addEventHandler;