2015-02-03 02:04:50 +00:00
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/*
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* Author: commy2
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2015-02-06 09:38:27 +00:00
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* Handles playerChanged. Resets "showHUD" based on handcuff status
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2015-02-03 02:04:50 +00:00
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*
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* Arguments:
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2015-02-06 09:38:27 +00:00
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* 0: _newUnit <OBJECT>
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2015-02-03 02:04:50 +00:00
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* 1: _oldUnit <OBJECT>
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*
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* Return Value:
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* The return value <BOOL>
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*
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* Example:
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2015-02-06 23:03:56 +00:00
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* [bob1, bob2] call ACE_captives_fnc_handlePlayerChange
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2015-02-03 02:04:50 +00:00
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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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2015-02-06 09:38:27 +00:00
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PARAMS_2(_newUnit,_oldUnit);
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2015-02-03 02:04:50 +00:00
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2015-02-15 20:55:17 +00:00
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//set showHUD based on new unit status:
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2015-02-07 21:20:51 +00:00
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if ((_newUnit getVariable [QGVAR(isHandcuffed), false]) || {_newUnit getVariable [QGVAR(isSurrendering), false]}) then {
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TRACE_1("Player Change (showHUD false)",_newUnit);
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2015-02-15 20:55:17 +00:00
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showHUD false;
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2015-02-03 02:04:50 +00:00
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} else {
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2015-02-07 21:20:51 +00:00
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TRACE_1("Player Change (showHUD true)",_newUnit);
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2015-02-04 05:56:51 +00:00
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showHUD true;
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2015-02-03 02:04:50 +00:00
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};
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2015-02-15 20:55:17 +00:00
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//If old player was escorting, stop
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if (_oldUnit getVariable [QGVAR(isEscorting), false]) then {
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_oldUnit setVariable [QGVAR(isEscorting), false, true];
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};
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