// by commy2 #include "script_component.hpp" // fixes laser when being captured. Needed, because the selectionPosition of the right hand is used ["SetHandcuffed", {if (_this select 1) then {(_this select 0) action ["GunLightOff", _this select 0]};}] call EFUNC(common,addEventHandler); //If user has ASDG JR without the compat patch, then ace's' laser pointers won't be compatible with anything if ((isClass (configFile >> "CfgPatches" >> "asdg_jointrails")) && {!(isClass (configFile >> "CfgPatches" >> "ace_asdg_comp"))}) then { diag_log text format ["[ACE_laserpointer] - ASDG Joint Rails but no ace_asdg_comp"]; }; if !(hasInterface) exitWith {}; GVAR(nearUnits) = []; #include "initKeybinds.sqf" ["SettingsInitialized", { //If not enabled, dont't add draw eventhandler or PFEH (for performance) if (!GVAR(enabled)) exitWith {}; // @todo. Maybe move to common? [{ private "_nearUnits"; _nearUnits = []; { _nearUnits append crew _x; if (count _nearUnits > 10) exitWith { _nearUnits resize 10; }; } forEach nearestObjects [positionCameraToWorld [0,0,0], ["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 EFUNC(common,addEventHandler);