ACE3/addons/respawn/functions/fnc_restoreGear.sqf

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/*
Name: ACE_Respawn_fnc_removeBody
Author(s):
bux578
Description:
Restores previously saved gear
Parameters:
0: OBJECT - unit
1: ARRAY<STRING> - Array containing all gear
Returns:
VOID
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*/
#include "script_component.hpp"
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PARAMS_2(_unit,_allGear);
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private ["_unit", "_allGear", "_headgear", "_goggles", "_uniform", "_uniformitems", "_vest", "_vestitems", "_backpack", "_backpackitems", "_primaryweapon", "_primaryweaponitems", "_primaryweaponmagazine", "_handgunweapon", "_handgunweaponitems", "_handgunweaponmagazine", "_assigneditems", "_binocular", "_backpa", "_secondaryweapon", "_secondaryweaponitems", "_secondaryweaponmagazine"];
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// remove all starting gear of a player
removeAllWeapons _unit;
removeGoggles _unit;
removeHeadgear _unit;
removeVest _unit;
removeUniform _unit;
removeAllAssignedItems _unit;
clearAllItemsFromBackpack _unit;
removeBackpack _unit;
_headgear = _allGear select 0;
_goggles = _allGear select 1;
_uniform = _allGear select 2;
_uniformitems = _allGear select 3;
_vest = _allGear select 4;
_vestitems = _allGear select 5;
_backpack = _allGear select 6;
_backpackitems = _allGear select 7;
_primaryweapon = _allGear select 8;
_primaryweaponitems = _allGear select 9;
_primaryweaponmagazine = _allGear select 10;
_secondaryweapon = _allGear select 11;
_secondaryweaponitems = _allGear select 12;
_secondaryweaponmagazine = _allGear select 13;
_handgunweapon = _allGear select 14;
_handgunweaponitems = _allGear select 15;
_handgunweaponmagazine = _allGear select 16;
_assigneditems = _allGear select 17;
_binocular = _allGear select 18;
// start restoring the items
if (_headgear != "") then {
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_unit addHeadgear _headgear;
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};
if (_uniform != "") then {
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_unit forceAddUniform _uniform;
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};
if (_vest != "") then {
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_unit addVest _vest;
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};
if (_goggles != "") then {
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_unit addGoggles _goggles;
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};
{
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_unit addItemToUniform _x;
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}forEach _uniformitems;
{
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_unit addItemToVest _x;
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}forEach _vestitems;
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private "_flagRemoveDummyBag";
_flagRemoveDummyBag = false;
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if(format["%1", _backpack] != "") then {
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_unit addBackpack _backpack;
_backpa = unitBackpack _unit;
clearMagazineCargoGlobal _backpa;
clearWeaponCargoGlobal _backpa;
clearItemCargoGlobal _backpa;
{
_unit addItemToBackpack _x;
} forEach _backpackitems;
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} else {
// dummy backpack to ensure mags being loaded
_unit addBackpack "B_Kitbag_Base";
_flagRemoveDummyBag = true;
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};
// primaryWeapon
if (_primaryweapon != "") then {
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{
_unit addMagazine _x;
} forEach _primaryweaponmagazine;
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_unit addWeapon _primaryweapon;
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{
if (_x != "") then {
_unit addPrimaryWeaponItem _x;
};
} forEach _primaryweaponitems;
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};
// secondaryWeapon
if (_secondaryweapon != "") then {
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{
_unit addMagazine _x;
} forEach _secondaryweaponmagazine;
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_unit addWeapon _secondaryweapon;
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{
if (_x != "") then {
_unit addSecondaryWeaponItem _x;
};
} forEach _secondaryweaponitems;
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};
// handgun
if (_handgunweapon != "") then {
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{
_unit addMagazine _x;
} forEach _handgunweaponmagazine;
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_unit addWeapon _handgunweapon;
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{
if (_x != "") then {
_unit addHandgunItem _x;
};
} forEach _handgunweaponitems;
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};
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// remove dummy bagpack
if (_flagRemoveDummyBag) then {
removeBackpack _unit;
};
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_assignedItems = _assignedItems - [_binocular];
// items
{_unit linkItem _x} forEach _assignedItems;
_unit addWeapon _binocular;
if ("Laserdesignator" in assignedItems _unit) then {
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_unit selectWeapon "Laserdesignator";
if (currentMagazine _unit == "") then {_unit addMagazine "Laserbatteries";};
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};