XEH - Fix CBA fncs not available in editor when using RECOMPILE macro
XEH - Fix CBA fncs not available in editor when using RECOMPILE macro (DEV Only)
- close #1336
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.
Just tested. Works as expected, CBA functions present, ACE Arsenal works.
And at least SKIP_SCRIPT_NAME definition is ignored in missionNamespace functions.
Why do you uncomment RECOMPILE in cba_main in the first place though?
Because I want to patch some CBA function and if I understand correctly RECOMPILE works only on game start.
Patch for what?
Patch to modify function, add something, maybe fix some bug, maybe just test/debug. Usual development.
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