/* * Author: KoffeinFlummi, bux578, esteldunedain, commy2 * Initializes the respawn module. * * Arguments: * 0: Logic * 1: Synced units * 2: Activated * * Return Value: * None * * Example: * [logic, [ACE_Player], true] call ace_respawn_fnc_module * * Public: No */ #include "script_component.hpp" params ["_logic", "_units", "_activated"]; if !(_activated) exitWith {}; GVAR(Module) = true; [_logic, QGVAR(SavePreDeathGear), "SavePreDeathGear"] call EFUNC(common,readSettingFromModule); [_logic, QGVAR(RemoveDeadBodiesDisconnected), "RemoveDeadBodiesDisconnected"] call EFUNC(common,readSettingFromModule); if (isServer && {GVAR(RemoveDeadBodiesDisconnected)}) then { addMissionEventHandler ["HandleDisconnect", { [{ params ["_unit"]; if (!alive _unit) then { deleteVehicle _unit; }; }, _this, 4] call EFUNC(common,waitAndExecute); false }]; }; ACE_LOGINFO("Respawn Module Initialized.");