// by commy2 #include "script_component.hpp" // fixes laser when being captured. Needed, because the selectionPosition of the right hand is used [QEGVAR(captives,setHandcuffed), {if (_this select 1) then {(_this select 0) action ["ace_gunLightOff", _this select 0]};}] call CBA_fnc_addEventHandler; if (!hasInterface) exitWith {}; GVAR(nearUnits) = []; #include "initKeybinds.sqf" ["ace_settingsInitialized", { //If not enabled, dont't add draw eventhandler or PFEH (for performance) if (!GVAR(enabled)) exitWith {}; // @todo. Maybe move to common? [{ // handle RHS / bugged vehicle slots private _camPosAGL = positionCameraToWorld [0,0,0]; if !((_camPosAGL select 0) isEqualType 0) exitWith {}; private _nearUnits = []; { _nearUnits append crew _x; if (count _nearUnits > 10) exitWith { _nearUnits resize 10; }; } forEach nearestObjects [_camPosAGL, ["AllVehicles"], 50]; // when moving this, search also for units inside vehicles. currently breaks the laser in FFV GVAR(nearUnits) = _nearUnits; } , 5, []] call CBA_fnc_addPerFrameHandler; addMissionEventHandler ["Draw3D", { call FUNC(onDraw); }]; }] call CBA_fnc_addEventHandler;