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fp_handler - d_finger

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May 20th, 2015
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  1. #include "addon.hpp"
  2. #include "main.hpp"
  3.  
  4. ['GVAR(_OEF_renderer)', "onEachFrame", CFUNC(_OEF_renderer)]
  5. call BIS_fnc_addStackedEventHandler;
  6.  
  7.  
  8. // deleting figner-pointings which last more than FP_TIMEOUT
  9.  
  10. while {MAP_LEN(GVAR(cur_fps)) > 0} do
  11. {
  12. if (!(
  13. alive player &&
  14. {player == vehicle player ||
  15. (vehicle player) isKindOf "StaticWeapon" ||
  16. (vehicle player) isKindOf "Ship"|| //BUM #4 Added Boat/Car
  17. (vehicle player) isKindOf "Car"}
  18. )) exitWith
  19. {
  20. GVAR(cur_fps) = CREATE_MAP();
  21. };
  22.  
  23.  
  24. _ct = diag_tickTime;
  25.  
  26. _i = 0;
  27. while {_i < MAP_LEN(GVAR(cur_fps))} do
  28. {
  29. _e = MAP_VALUES(GVAR(cur_fps)) select _i;
  30. if (_ct > (_e select 2) + FP_TIMEOUT) then
  31. {
  32. MAP_IDEL(GVAR(cur_fps), _i);
  33. }
  34. else
  35. {
  36. _i = _i + 1;
  37. };
  38. };
  39.  
  40. sleep 0.1;
  41. };
  42.  
  43.  
  44. ['GVAR(_OEF_renderer)', "onEachFrame"] call BIS_fnc_addStackedEventHandler;
  45.  
  46. GVAR(fp_handler_running) = false;
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