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addPlayerEh - Skip checking turretPath in not in vehicle #1080

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Mar 7, 2019
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20 changes: 15 additions & 5 deletions addons/events/fnc_addPlayerEventHandler.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -124,6 +124,7 @@ if (_id != -1) then {
GVAR(oldLoadout) = [];
GVAR(oldLoadoutNoAmmo) = [];
GVAR(oldVehicle) = objNull;
GVAR(inVehicle) = false;
GVAR(oldTurret) = [];
GVAR(oldVisionMode) = -1;
GVAR(oldCameraView) = "";
Expand Down Expand Up @@ -184,12 +185,21 @@ if (_id != -1) then {
if !(_data isEqualTo GVAR(oldVehicle)) then {
GVAR(oldVehicle) = _data;
[QGVAR(vehicleEvent), [_player, _data]] call CBA_fnc_localEvent;
GVAR(inVehicle) = _data != _player;
if (!GVAR(inVehicle)) then {
_data = _player call CBA_fnc_turretPath;
if !(_data isEqualTo GVAR(oldTurret)) then {
GVAR(oldTurret) = _data;
[QGVAR(turretEvent), [_player, _data]] call CBA_fnc_localEvent;
};
};
};

_data = _player call CBA_fnc_turretPath;
if !(_data isEqualTo GVAR(oldTurret)) then {
GVAR(oldTurret) = _data;
[QGVAR(turretEvent), [_player, _data]] call CBA_fnc_localEvent;
if (GVAR(inVehicle)) then {
_data = _player call CBA_fnc_turretPath;
if !(_data isEqualTo GVAR(oldTurret)) then {
GVAR(oldTurret) = _data;
[QGVAR(turretEvent), [_player, _data]] call CBA_fnc_localEvent;
};
};

// handle controlling UAV, UAV entity needed for visionMode
Expand Down