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d5b3b03c1c
Clean up all privates. Change glow proxies to not inherit from chemlight_base, to avoid ammo detection issues. Make handleDisconnect glow deletion dedi server compatible (was only listen server compatible). Clean up determineMapLight: faster when no chemlights nearby, a tad slower when chemlights nearby, however sources the colour settings directly from the chemlight's config.
16 lines
481 B
Plaintext
16 lines
481 B
Plaintext
#include "script_component.hpp"
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// Delete map glow lights from disconnecting players, #2810
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addMissionEventHandler ["HandleDisconnect",{
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params ["_disconnectedPlayer"];
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if (!GVAR(mapGlow)) exitWith {};
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private _unitLight = _disconnectedPlayer getVariable [QGVAR(flashlight), ["", objNull]];
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_unitLight params ["", "_glow"];
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if ((!isNull _disconnectedPlayer) && {!isNull _glow}) then {
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detach _glow;
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deleteVehicle _glow;
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};
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nil
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}]; |