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Ensure captiveNum is reset for respawning unit
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@ -41,3 +41,11 @@ class Extended_InitPost_EventHandlers {
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};
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};
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};
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};
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};
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};
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//make sure captiveNum is reset on respawn
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class Extended_Respawn_EventHandlers {
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class CAManBase {
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class ADDON {
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respawn = QUOTE(_this call FUNC(handleRespawn));
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};
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};
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};
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@ -21,6 +21,7 @@ PREP(handleGetOut);
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PREP(handleKilled);
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PREP(handleKilled);
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PREP(handleOnUnconscious);
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PREP(handleOnUnconscious);
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PREP(handlePlayerChanged);
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PREP(handlePlayerChanged);
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PREP(handleRespawn);
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PREP(handleUnitInitPost);
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PREP(handleUnitInitPost);
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PREP(handleZeusDisplayChanged);
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PREP(handleZeusDisplayChanged);
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PREP(moduleSurrender);
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PREP(moduleSurrender);
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25
addons/captives/functions/fnc_handleRespawn.sqf
Normal file
25
addons/captives/functions/fnc_handleRespawn.sqf
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@ -0,0 +1,25 @@
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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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PARAMS_2(_unit,_dead);
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if (!local _unit) exitWith {};
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[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
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[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
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