ACE3/addons/switchunits/functions/fnc_switchUnit.sqf

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#include "..\script_component.hpp"
/*
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* Author: bux578
* Switches to the new given player unit
*
* Arguments:
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* 0: the unit to switch to <OBJECT>
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*
* Return Value:
* None
*
* Example:
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* [_unit] call ace_switchunits_fnc_switchUnit
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*
* Public: Yes
*/
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params ["_unit"];
// don't switch to original player units
if !([_unit] call FUNC(isValidAi)) exitWith {};
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// exit var
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private _leave = false;
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if (GVAR(EnableSafeZone)) then {
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private _allNearestPlayers = [position _unit, GVAR(SafeZoneRadius)] call FUNC(nearestPlayers);
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private _nearestEnemyPlayers = _allNearestPlayers select {((side GVAR(OriginalGroup)) getFriend side _x < 0.6) && !(_x getVariable [QGVAR(IsPlayerControlled), false])};
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if (_nearestEnemyPlayers isNotEqualTo []) exitWith {
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_leave = true;
};
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};
// exitWith doesn't exit past the "if(EnableSafeZone)" block
if (_leave) exitWith {
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[localize LSTRING(TooCloseToEnemy)] call EFUNC(common,displayTextStructured);
};
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// should switch locality
// This doesn't work anymore, because one's now able to switch to units from a different side
//[_unit] joinSilent group player;
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[QGVAR(switchLocality), [_unit, player]] call CBA_fnc_serverEvent;
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[{
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params ["_args", "_pfhId"];
_args params ["_unit", "_oldUnit"];
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[localize LSTRING(TryingToSwitch)] call EFUNC(common,displayTextStructured);
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if (local _unit) exitWith {
_oldUnit setVariable [QGVAR(IsPlayerControlled), false, true];
_oldUnit setVariable [QGVAR(PlayerControlledName), "", true];
private _killedEhId = _unit getVariable [QGVAR(KilledEhId), -1];
if (_killedEhId != -1) then {
_oldUnit removeEventHandler ["Killed", _killedEhId];
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};
selectPlayer _unit;
_unit setVariable [QGVAR(IsPlayerControlled), true, true];
_unit setVariable [QGVAR(PlayerControlledName), GVAR(OriginalName), true];
_killedEhId = _unit addEventHandler ["Killed", {
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[GVAR(OriginalUnit), _this select 0] call FUNC(switchBack);
}];
_unit setVariable [QGVAR(KilledEhId), _killedEhId, true];
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// set owner back to original owner
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private _oldOwner = _oldUnit getVariable[QGVAR(OriginalOwner), -1];
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if (_oldOwner > -1) then {
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["ace_setOwner", [_oldUnit, _oldOwner]] call CBA_fnc_serverEvent;
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};
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[localize LSTRING(SwitchedUnit)] call EFUNC(common,displayTextStructured);
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[_pfhId] call CBA_fnc_removePerFrameHandler;
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};
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}, 0.2, [_unit, player]] call CBA_fnc_addPerFrameHandler;