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enable XEH for classes used on map (but not terrain objects) #645

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merged 3 commits into from
Jun 14, 2017

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commy2
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@commy2 commy2 commented Apr 17, 2017

When merged this pull request will:

  • enable XEH / CBA_fnc_addClassEventHandler for many additional classes, mainly stuff like modules, game logics, furniture, pop up targets...
  • terrain objects (that belong to the map) are still disabled. this is done already by the scripting, because typeOf reports "" apparently for them.
  • this does not enable for class Static objects (houses, bushes, trees, rocks, road signs, flagpoles, hesco barriers ...)

Will probably make a ton of XEH not supported for X appear with other mods (e.g. ACE), because, well they don't, and were peviously disabled. Nothing that can't be fixed by the authors though.

@@ -137,7 +213,7 @@ class CfgVehicles {
XEH_ENABLED;
};

// backwards comp, inert
// backwards comp, inertx
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"inertx" ?

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lol
I think this was a failed attempt at ctrl + x.

@Killswitch00
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This will need thorough testing with both current and older missions and addons.

@commy2
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commy2 commented May 7, 2017

Thanks to #663, terrain objects are now explicitly skipped.

@commy2 commy2 added this to the 3.4 milestone May 7, 2017
@commy2 commy2 self-assigned this May 11, 2017
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commy2 commented Jun 13, 2017

Merge for RC? Can always undo if it causes problems.

@Killswitch00
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Yes, let's merge for the RC.

@Killswitch00 Killswitch00 merged commit 2c30062 into master Jun 14, 2017
@Killswitch00 Killswitch00 deleted the enable-xeh-for-classes-used-in-terrain branch June 24, 2017 15:48
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2 participants