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Switches fnc_updateTrajectoryPFH to be a master PFEH, bullets get added to an internal array instead of creating/deleting a new cba PFEH each time.
I believe this solves a big performance problem where the
count cba_common_perFrameHandlerArray
can grow too large.In actual session I saw it hit >2000. Most entries are nil, but it sill takes time to process them, which happens each frame. (2000 is about 5.5ms each frame),
In a stress test mission with about 50 ai + disabling the isPlayer check in handleFired so all AI bullets are tracked. Unscientific results because AI are unpredictable, but I get a huge performance difference:
VS
With PFEH debug enabled: