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XEH - Fix CBA fncs not available in editor when using RECOMPILE macro

Open PabstMirror opened this issue 5 years ago • 7 comments

XEH - Fix CBA fncs not available in editor when using RECOMPILE macro (DEV Only)

  • close #1336

PabstMirror avatar May 15 '20 04:05 PabstMirror

But this only works when setting the macro in the actual CBA header files and then building cba_main, not when editing some addon? I really don't see the point of this.

commy2 avatar May 15 '20 07:05 commy2

Just tested. Works as expected, CBA functions present, ACE Arsenal works. And at least SKIP_SCRIPT_NAME definition is ignored in missionNamespace functions.

Dystopian avatar May 15 '20 08:05 Dystopian

Why do you uncomment RECOMPILE in cba_main in the first place though?

commy2 avatar May 15 '20 10:05 commy2

Because I want to patch some CBA function and if I understand correctly RECOMPILE works only on game start.

Dystopian avatar May 15 '20 10:05 Dystopian

Patch for what?

commy2 avatar May 15 '20 10:05 commy2

Patch to modify function, add something, maybe fix some bug, maybe just test/debug. Usual development.

Dystopian avatar May 15 '20 11:05 Dystopian

recompile is pretty much equivalent to disable_compile_cache it does force add scriptname header stuff, but that's only a problem for ultra precise benchmark-ing

PabstMirror avatar May 15 '20 15:05 PabstMirror