2015-01-11 16:42:31 +00:00
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/*
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2015-02-02 22:28:27 +00:00
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* Author: bux578
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* Initializes the player
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*
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* Arguments:
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* 0: player <OBJECT>
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* 1: sides <ARRAY<OBJECT>>
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*
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* Return Value:
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* None
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*
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* Example:
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2015-08-07 07:18:42 +00:00
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* [player, [west]] call ace_switchunits_fnc_initPlayer
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2015-02-02 22:28:27 +00:00
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*
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* Public: No
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*/
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2015-01-12 14:47:22 +00:00
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#include "script_component.hpp"
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2015-08-07 07:18:42 +00:00
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params ["_playerUnit", "_sides"];
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2015-01-11 16:42:31 +00:00
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if (vehicle _playerUnit == _playerUnit) then {
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2015-02-03 20:47:48 +00:00
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[_sides] call FUNC(markAiOnMap);
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2016-01-10 19:58:54 +00:00
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_playerUnit setVariable [QGVAR(IsPlayerUnit), true, true];
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2015-02-03 20:47:48 +00:00
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_playerUnit allowDamage false;
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GVAR(OriginalUnit) = _playerUnit;
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GVAR(OriginalName) = name _playerUnit;
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GVAR(OriginalGroup) = group _playerUnit;
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// remove all starting gear of a player
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removeAllWeapons _playerUnit;
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removeGoggles _playerUnit;
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removeHeadgear _playerUnit;
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removeVest _playerUnit;
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removeAllAssignedItems _playerUnit;
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clearAllItemsFromBackpack _playerUnit;
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removeBackpack _playerUnit;
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_playerUnit linkItem "ItemMap";
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removeUniform _playerUnit;
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2016-01-19 15:34:59 +00:00
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[_playerUnit, "forceWalk", "ACE_SwitchUnits", true] call EFUNC(common,statusEffect_set);
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2015-02-03 20:47:48 +00:00
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[_playerUnit, _sides] call FUNC(addMapFunction);
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2015-01-11 16:42:31 +00:00
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};
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