#include "script_component.hpp" #include "initKeybinds.inc.sqf" GVAR(currentbulletID) = -1; GVAR(Protractor) = false; GVAR(ProtractorStart) = CBA_missionTime; GVAR(allBullets) = []; GVAR(currentGrid) = 0; if (!hasInterface) exitWith {}; ["CBA_settingsInitialized", { //If not enabled, dont't add PFEH if (!GVAR(enabled)) exitWith {}; //Run the terrain processor [] call FUNC(initializeTerrainExtension); // Register fire event handler ["ace_firedPlayer", DFUNC(handleFired)] call CBA_fnc_addEventHandler; ["ace_firedPlayerNonLocal", DFUNC(handleFired)] call CBA_fnc_addEventHandler; // Register Perframe Handler [FUNC(handleFirePFH), GVAR(simulationInterval)] call CBA_fnc_addPerFrameHandler; //Add warnings for missing compat PBOs (only if AB is on) { _x params ["_modPBO", "_compatPBO"]; if ([_modPBO] call EFUNC(common,isModLoaded) && {!([_compatPBO] call EFUNC(common,isModLoaded))}) then { WARNING_2("Weapon Mod [%1] missing ace compat pbo [%2] (from @ace\optionals)",_modPBO,_compatPBO); }; } forEach [ ["RH_acc","ace_compat_rh_acc"], ["RH_de_cfg","ace_compat_rh_de"], ["RH_m4_cfg","ace_compat_rh_m4"], ["RH_PDW","ace_compat_rh_pdw"], ["RKSL_PMII","ace_compat_rksl_pm_ii"], ["iansky_opt","ace_compat_sma3_iansky"], ["R3F_Armes","ace_compat_r3f"] ]; }] call CBA_fnc_addEventHandler; #ifdef DEBUG_MODE_FULL call FUNC(diagnoseWeapons); #endif