2015-03-26 05:53:02 +00:00
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/*
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* Author: commy2 PabstMirror
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* Fix, because captiveNum doesn't reset properly on respawn
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Corpse <OBJECT>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [alive, body] call ACE_captives_fnc_handleRespawn;
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*
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* Public: No
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*/
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#include "script_component.hpp"
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2015-08-04 23:15:20 +00:00
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params ["_unit","_dead"];
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2015-03-26 05:53:02 +00:00
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if (!local _unit) exitWith {};
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2015-03-26 19:21:26 +00:00
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//With respawn="group", we could be respawning into a unit that is handcuffed/captive
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//If they are, reset and rerun the SET function
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//if not, make sure to explicity disable the setCaptivityStatus, because captiveNum does not work correctly on respawn
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if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
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_unit setVariable [QGVAR(isHandcuffed), false];
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[_unit, true] call FUNC(setHandcuffed);
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} else {
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[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
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};
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if (_unit getVariable [QGVAR(isSurrendering), false]) then {
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_unit setVariable [QGVAR(isSurrendering), false];
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[_unit, true] call FUNC(setSurrendered);
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} else {
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[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
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};
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