ACE3/addons/common/functions/fnc_setPlayerOwner.sqf

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#include "script_component.hpp"
/*
* Author: PabstMirror
* Sets the player's owner id as a variable on his player ojbect.
* Should be called on all machines (including server)
* Note: Needs to wait for CBA_clientID to be recieved from server.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_common_fnc_setPlayerOwner
*
* Public: No
*/
if (missionNameSpace getVariable [QGVAR(setPlayerOwnerRunning), false]) exitWith {};
GVAR(setPlayerOwnerRunning) = true;
if (isServer) then {
addMissionEventHandler ["HandleDisconnect", {
params ["_dcPlayer"];
TRACE_1("HandleDisconnect eh",_dcPlayer);
if (!isNil {_dcPlayer getVariable QGVAR(playerOwner)}) then {
_dcPlayer setVariable [QGVAR(playerOwner), nil, true];
};
}];
};
if (hasInterface) then {
[{
(!isNil "CBA_clientID") && {CBA_clientID > -1}
}, {
TRACE_1("CBA_clientID ready",CBA_clientID);
["unit", {
params ["_newUnit", "_oldUnit"];
TRACE_2("unit changed",_newUnit,_oldUnit);
if ((_oldUnit getVariable [QGVAR(playerOwner), -1]) == CBA_clientID) then {
_oldUnit setVariable [QGVAR(playerOwner), nil, true];
};
if (alive _newUnit) then {
_newUnit setVariable [QGVAR(playerOwner), CBA_clientID, true];
};
}, true] call CBA_fnc_addPlayerEventHandler;
}, []] call CBA_fnc_waitUntilAndExecute;
};