2023-09-12 18:58:10 +00:00
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#include "..\script_component.hpp"
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2016-01-13 00:18:12 +00:00
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/*
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* Author: PabstMirror
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2016-01-14 22:21:47 +00:00
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* Resets all effect numbers to 0 when an object respawns (but does not apply the effect event).
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2016-01-13 00:18:12 +00:00
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*
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* Arguments:
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* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
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*
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* Return Value:
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2017-06-08 13:31:51 +00:00
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* None
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2016-01-13 00:18:12 +00:00
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*
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* Example:
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* [player, true] call ace_common_fnc_statusEffect_resetVariables
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*
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* Public: No
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*/
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params [["_object", objNull, [objNull]], ["_setObjectRef", false, [false]]];
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TRACE_2("params",_object,_setObjectRef);
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if (isNull _object) exitWith {};
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private _objectRef = _object getVariable QGVAR(statusEffect_object);
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TRACE_2("testing",_object,_objectRef);
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// If nothing was ever set, or objects match, exit (always true unless respawned)
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if (isNil "_objectRef") exitWith {
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if (_setObjectRef) then {
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_object setVariable [QGVAR(statusEffect_object), _object, true]; //explicitly set new object ref
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};
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};
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if (_object == _objectRef) exitWith {};
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//Mismatch, so if effect has ever been defined, reset to 0
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{
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private _effectVarName = format [QGVAR(effect_%1), _x];
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private _effectNumber = _object getVariable [_effectVarName, -1];
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if (_effectNumber != -1) then {
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TRACE_2("forced reset defined array on object mismatch",_x,_effectNumber);
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_object setVariable [_effectVarName, 0, true]; //This always resets to 0 (not -1/nil)!
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};
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} forEach GVAR(statusEffect_Names);
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_object setVariable [QGVAR(statusEffect_object), _object, true];
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