Commit Graph

11 Commits

Author SHA1 Message Date
commy2
c45523475f manual merge 2016-02-22 16:06:30 +01:00
commy2
46a239f9f6 precompile on game start 2016-02-22 15:20:36 +01:00
commy2
f43e88ff25 replace zeusDisplayChanged with DisplayLoad event 2016-02-21 22:16:12 +01:00
SilentSpike
7c846502b5 Reset captive status on respawn for reliability
Previously we were resetting on death, but this caused problems when the respawnDelay was 0 as the dead unit wasn't actually the player.

To account for "group" and "side" respawn types where you change unit on respawn and could potentially become a captive unit, I am explicity checking the mission respawn type before resetting variables.
2015-09-12 15:42:20 +01:00
PabstMirror
811530f180 Ensure captiveNum is reset for respawning unit 2015-03-26 00:53:02 -05:00
PabstMirror
9cdf06383d Back to getIn 2015-02-16 19:20:55 -06:00
PabstMirror
dec34b4b30 Surrender Fixes
Remove XEH GetIn and use vehicleChanged Event
Handle Zeus (showHUD)
Attempt to handle failed animation change
2015-02-15 14:55:17 -06:00
PabstMirror
7a3029b9fd replace spawns 2015-02-06 03:38:27 -06:00
PabstMirror
11cd426b87 Redo XEH 2015-02-04 00:35:51 -06:00
PabstMirror
4156143ecf Captives Progress 2015-02-03 00:42:34 -06:00
PabstMirror
982f3b230a Captives First Pass 2015-02-02 20:04:50 -06:00