// by commy2 #include "script_component.hpp" ["ace_flashbangExploded", LINKFUNC(flashbangExplosionEH)] call CBA_fnc_addEventHandler; // Register fired event handlers ["ace_firedPlayer", LINKFUNC(throwGrenade)] call CBA_fnc_addEventHandler; ["ace_firedPlayerNonLocal", LINKFUNC(throwGrenade)] call CBA_fnc_addEventHandler; ["ace_firedNonPlayer", LINKFUNC(throwGrenade)] call CBA_fnc_addEventHandler; if (!hasInterface) exitWith {}; GVAR(flashbangPPEffectCC) = ppEffectCreate ["ColorCorrections", 4265]; GVAR(flashbangPPEffectCC) ppEffectForceInNVG true; // Add keybinds ["ACE3 Weapons", QGVAR(switchGrenadeMode), localize LSTRING(SwitchGrenadeMode), { // Conditions: canInteract if !([ACE_player, objNull, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Conditions: specific if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false}; // Don't change mode or show hint if advanced throwing is active if (ACE_player getVariable [QEGVAR(advanced_throwing,inHand), false]) exitWith {false}; // Statement [] call FUNC(nextMode); }, {false}, [9, [false, false, false]], false] call CBA_fnc_addKeybind; //8 Key ["CBA_settingsInitialized", { if (GVAR(convertExplosives)) then { [] call FUNC(addChangeFuseItemContextMenuOptions); }; }] call CBA_fnc_addEventHandler;