ACE3/addons/headless/functions/fnc_handleDisconnect.sqf

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#include "..\script_component.hpp"
/*
* Author: Jonpas
* Removes Headless Client from use.
* Ends mission if setting enabled and only Headless Clients are still connected.
*
* Arguments:
* 0: Object <OBJECT>
*
* Return Value:
* Transfer To Server <BOOL>
*
* Example:
* [unit] call ace_headless_fnc_handleDisconnect
*
* Public: No
*/
params ["_object"];
TRACE_1("HandleDisconnect",_object);
// Exit if not HC
if !(_object in GVAR(headlessClients)) exitWith {
TRACE_2("Object not in HC list",_object,GVAR(headlessClients));
// End mission when no players present
if (XGVAR(endMission) != 0 && {!GVAR(endMissionCheckDelayed)}) then {
// Delay check until 2.5 minutes into the mission - wait for allPlayers to sync
if (CBA_missionTime < 150) then {
TRACE_1("Mission start delay",CBA_missionTime);
GVAR(endMissionCheckDelayed) = true;
[LINKFUNC(endMissionNoPlayers), [], 150 - CBA_missionTime] call CBA_fnc_waitAndExecute;
} else {
// End instantly or after delay
if (XGVAR(endMission) == 1) then {
TRACE_2("Instant end",GVAR(endMission),CBA_missionTime);
call FUNC(endMissionNoPlayers);
} else {
TRACE_2("Delayed 60s end",GVAR(endMission),CBA_missionTime);
GVAR(endMissionCheckDelayed) = true;
[LINKFUNC(endMissionNoPlayers), [], 60] call CBA_fnc_waitAndExecute;
};
};
};
false
};
// Exit if AI distribution is disabled
if (!XGVAR(enabled)) exitWith {true};
// Remove HC
GVAR(headlessClients) deleteAt (GVAR(headlessClients) find _object);
if (XGVAR(log)) then {
INFO_1("Removed HC: %1",_object);
};
// Rebalance
[true] call FUNC(rebalance);
// Prevent transferring of HC to server
false