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d2ee1e987a
* Minimal frag cleanup * Why did this even happen in the first place
31 lines
939 B
Plaintext
31 lines
939 B
Plaintext
#include "script_component.hpp"
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if (GVAR(enableDebugTrace) && {!isMultiplayer}) then {
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GVAR(traceFrags) = true;
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GVAR(autoTrace) = true;
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};
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if (isServer) then {
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[QGVAR(frag_eh), {_this call FUNC(frago);}] call CBA_fnc_addEventHandler;
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};
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["ace_settingsInitialized", {
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if (!GVAR(enabled)) exitWith {};
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// Register fire event handler
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["ace_firedPlayer", LINKFUNC(fired)] call CBA_fnc_addEventHandler;
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["ace_firedNonPlayer", LINKFUNC(fired)] call CBA_fnc_addEventHandler;
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["ace_firedPlayerVehicle", LINKFUNC(fired)] call CBA_fnc_addEventHandler;
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["ace_firedNonPlayerVehicle", LINKFUNC(fired)] call CBA_fnc_addEventHandler;
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[LINKFUNC(masterPFH), 0, []] call CBA_fnc_addPerFrameHandler;
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}] call CBA_fnc_addEventHandler;
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// Cache for ammo type configs
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GVAR(cacheRoundsTypesToTrack) = [false] call CBA_fnc_createNamespace;
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#ifdef DEBUG_ENABLED_FRAG
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[true, true, 30] call FUNC(dev_debugAmmo);
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#endif
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