/* * Author: PabstMirror * Reset earplugs on respawn, and then re-add if appropriate * * Arguments: * 0: Unit * * Return Value: * None * * Example: * [player] call ACE_hearing_fnc_handleRespawn; * * Public: No */ #include "script_component.hpp" params ["_unit"]; TRACE_2("params",_unit,typeOf _unit); if (!local _unit) exitWith {}; //XEH should only be called on local units //Do not add or remove earplugs if gear should be preserved if (missionNamespace getVariable [QEGVAR(respawn,SavePreDeathGear), false]) exitWith {}; private _respawn = [0] call BIS_fnc_missionRespawnType; //if respawn is not Group or side: if (_respawn <= 3) then { //Remove earplugs if they have them: if (_unit getVariable ["ACE_hasEarPlugsin", false]) then { TRACE_1("had EarPlugs in - removing",_unit); _unit setVariable ["ACE_hasEarPlugsin", false, true]; }; }; //Re-add if they need them: [_unit] call FUNC(addEarPlugs);