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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* Handles locality switch, runs a respawn check and then reapplies all effect events.
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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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2017-06-08 13:31:51 +00:00
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* 1: isLocal <BOOL>
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2016-01-13 00:18:12 +00:00
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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_localEH
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*
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* Public: No
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*/
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// #define DEBUG_MODE_FULL
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#include "script_component.hpp"
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params ["_object", "_isLocal"];
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TRACE_2("params",_object,_isLocal);
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2017-06-08 13:31:51 +00:00
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//Only run this after the settings are initialized
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2016-01-13 00:18:12 +00:00
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//Need to wait for all EH to be installed (local event will happen between pre and post init)
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if !(GVAR(settingsInitFinished)) exitWith {
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TRACE_1("pushing to runAtSettingsInitialized", _this);
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GVAR(runAtSettingsInitialized) pushBack [FUNC(statusEffect_localEH), _this];
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};
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if (!_isLocal) exitWith {TRACE_1("object no longer local", _this)};
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if (isNull _object) exitWith {TRACE_1("object null", _this)};
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2016-01-14 22:21:47 +00:00
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//Reset any variables because of respawn
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2016-01-13 00:18:12 +00:00
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[_object, false] call FUNC(statusEffect_resetVariables);
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//Send all Variables to client
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[_object, ""] call FUNC(statusEffect_sendEffects);
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