ACE3/addons/common/functions/fnc_syncedEventPFH.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: ACE-Team
*
* ?
*
* Arguments:
* ?
*
* Return Value:
* None
*
* Example:
* [?] call ace_common_fnc_syncedEventPFH
*
* Public: No
*/
if (!isServer) exitWith {false};
// Walk through the local synced events and clean up anything thats already EOL
// @TODO: This should be iteration limited to prevent FPS lag
[GVAR(syncedEvents), {
_value params ["_eventTime", "_eventLog", "_globalEventTTL"];
private _newEventLog = [];
// @TODO: This should be iteration limited to prevent FPS lag
{
private _eventEntry = _x;
private _ttlReturn = true;
if (_globalEventTTL isEqualType {}) then {
_ttlReturn = [_eventTime, _eventEntry] call _globalEventTTL;
} else {
_ttlReturn = call {_globalEventTTL < 1 || {diag_tickTime < (_eventEntry select 0) + _globalEventTTL}};
};
if (_ttlReturn) then {
// Do event based TTL check
_eventEntry params ["_time", "", "_eventTTL"];
if (_eventTTL isEqualType {}) then {
_ttlReturn = [_eventTime, _eventEntry] call _eventTTL;
} else {
_ttlReturn = call {_eventTTL < 1 || {diag_tickTime < _time + _eventTTL}};
};
};
// Finally drop it if the TTL check fails
if (_ttlReturn) then {
_newEventLog pushBack _x;
};
false
} count _eventLog;
_value set [1, _newEventLog];
false
}] call CBA_fnc_hashEachPair;
// @TODO: Next, detect if we had a new request from a JIP player, and we need to continue syncing events