/* * Author: commy2 PabstMirror * Fix, because captiveNum doesn't reset properly on respawn * * Arguments: * 0: Unit * 1: Corpse * * Return Value: * Nothing * * Example: * [alive, body] call ACE_captives_fnc_handleRespawn; * * Public: No */ #include "script_component.hpp" params ["_unit","_dead"]; if (!local _unit) exitWith {}; //With respawn="group", we could be respawning into a unit that is handcuffed/captive //If they are, reset and rerun the SET function //if not, make sure to explicity disable the setCaptivityStatus, because captiveNum does not work correctly on respawn if (_unit getVariable [QGVAR(isHandcuffed), false]) then { _unit setVariable [QGVAR(isHandcuffed), false]; [_unit, true] call FUNC(setHandcuffed); } else { [_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus); }; if (_unit getVariable [QGVAR(isSurrendering), false]) then { _unit setVariable [QGVAR(isSurrendering), false]; [_unit, true] call FUNC(setSurrendered); } else { [_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus); };