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add createPerFrameHandlerObject #441
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I think the name |
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It's the |
Hmm. Other suggestion: |
I'm thinking about using these for my port of ACE2 fire propagation. |
It is, but I see no reason to indicate we use logic objects in the function name. I will think of some suggestions for a better name. |
The logic is a fundamental part of this though. It is the return value and the only passed argument in the called functions (aside from the |
Object? Entity? Thing? Manager? Agent? (perhaps not, since the concept of "agents" exist in the game). Executor? Invoker? Worker? (Logic seems fine though) |
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Runner? |
Object is the best of those so far. But you could also just leave it out and use Logic might be confused with some kind of internal function that handles the per frame handler logic. |
How about a remote/destroy/delete function as well? |
private (_logic getVariable "private"); | ||
{ call _x } forEach (_logic getVariable "deserialize"); | ||
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// check exit condition - exit if false |
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exit if true
Looks about done now. |
When merged this pull request will:
CBA_fnc_createPerFrameHandlerObject
(formerly known ascba_common_fnc_addPerFrameHandlerLogic
)Someone in the ACE public chat asked what happened to this. I guess this was meant to be API after all, so now I feel bad for nuking it. Should've been better documented though tbqh.
old one:
https://github.com/sickboy/cba/blob/542e28c71165864a32211a347a72b206d91ef882/addons/common/init_perFrameHandler.sqf#L58
Since this was removed before 2.4 I also took the opportunity to make some tweaks:
_args
and_delay
parameter to make it consistent withaddPerFrameHandler
_common_
from the function name.private keyword
,pushBack
etc. etc.