ready for dedi -- improvements to resupply, triageIcons too
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@@ -10,13 +10,8 @@
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_counter = _counter + 1;
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};
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// in an empty mission, the _counter may go well over 2000 times per frame!
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[
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LEVEL_INFO,
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QUOTE(COMPONENT),
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format ["Average Execution: %1 times per frame", _counter / (diag_frameNo - _frameNo)],
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[["playerRawCPS", _counter / (diag_frameNo - _frameNo)]]
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] call EFUNC(common,log);
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player setVariable [QGVAR(player_raw_cps), _counter / (diag_frameNo - _frameNo), true];
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private _rawCPS = _counter / (diag_frameNo - _frameNo);
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player setVariable [QGVAR(player_raw_cps), _rawCPS, true];
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// with suspension
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private _counter = 0;
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@@ -28,13 +23,23 @@
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uiSleep 0.001; // waits at least 1 frame
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};
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// _counter says one per frame, as expected
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private _playerCPS = _counter / (diag_frameNo - _frameNo);
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player setVariable [QGVAR(player_cps), _playerCPS, true];
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// log to RPT
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[
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LEVEL_INFO,
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QUOTE(COMPONENT),
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format ["Average Execution: %1 times per frame", _counter / (diag_frameNo - _frameNo)],
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[["playerCPS", _counter / (diag_frameNo - _frameNo)]]
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] call EFUNC(common,log);
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player setVariable [QGVAR(player_cps), _counter / (diag_frameNo - _frameNo), true];
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{_this call EFUNC(common,log);},
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[
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LEVEL_INFO,
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QUOTE(COMPONENT),
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format ["Average Execution: %1 times per frame", _playerCPS],
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[
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["playerRawCPS", _rawCPS],
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["playerCPS", _playerCPS]
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]
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]
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] call CBA_fnc_directCall;
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};
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nil;
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