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Common - Add ace_common_fnc_addExplosionEventHandler
#10243
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I am un-mistaken, there's some hurdles with using fuckingHellFoundIt.mp4 |
e.g. This PR can wait, but it's really just a wrapper for changes from #10002 so we'll have to figure something out for hearing |
I see only 2 solutions right now
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I don't think fired would work for things such as mines and explosives, but I haven't tested and can't confirm it at all. Since some projectiles seem to be local to all units, wouldn't they be |
Even better: Dedmen told me that local objects return a |
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
If "ProjectileCreated" is added during preInit it will pickup mission placed explosives maybe something to think about in the future |
if (!EGVAR(common,settingsInitFinished)) exitWith {
EGVAR(common,runAtSettingsInitialized) pushBack [{}, _this];
}; ? |
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
seems to work correctly in mp with a pre-placed satchel |
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
I can't test mp on dev branch so we won't really know until the RC is out, but sounds like it will work as expected
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Add an explosion event handler to common so multiple systems can hook into the same event
(might be worthwhile to only broadcast to close-distance units?)