feat: enhance locker initialization with dynamic class assignment
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@ -260,8 +260,12 @@ GVAR(LockerRepositoryBaseClass) = compileFinal createHashMapFromArray [
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private _pos = getPosASL _globalLocker;
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private _vDir = vectorDir _globalLocker;
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private _vUp = vectorUp _globalLocker;
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private _lockerClass = typeOf _globalLocker;
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if (_lockerClass isEqualTo "") then {
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_lockerClass = "Box_NATO_Equip_F";
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};
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private _localLocker = createVehicleLocal ["Box_NATO_Equip_F", [0, 0, 0]];
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private _localLocker = createVehicleLocal [_lockerClass, [0, 0, 0]];
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_localLocker setPosASL _pos;
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_localLocker setVectorDirAndUp [_vDir, _vUp];
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_localLocker allowDamage false;
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@ -196,10 +196,9 @@ If you want the accepting player's org to own the task rewards, use `fnc_handler
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- initializes `TaskStore`
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- `XEH_postInit.sqf`
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- registers the ACE defuse event hook
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- starts the attack-only mission manager on the server
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## Notes
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- the dynamic mission manager in `fnc_missionManager.sqf` is now limited to attack missions only
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- the dynamic mission manager in `fnc_missionManager.sqf` is currently not started by default
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- it starts server-owned tasks through `fnc_handler.sqf` and binds them to the `default` org
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- task lifecycle for the mission manager is tracked through `TaskStore` status entries
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- task backend state is intentionally transient and resets with the active server/mission lifecycle
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@ -1,7 +1,5 @@
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#include "script_component.hpp"
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if (isServer) then { [] call FUNC(missionManager); };
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["ace_explosives_defuse", {
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private _taskID = "";
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{
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