#include "script_component.hpp" ADDON = false; PREP_RECOMPILE_START; #include "XEH_PREP.hpp" PREP_RECOMPILE_END; #include "initSettings.sqf" // restore gunbag info after respawn ["CAManBase", "respawn", { [{ params ["_unit", "_corpse"]; private _newBackpack = backpackContainer _unit; private _oldBackpack = backpackContainer _corpse; if !(typeOf _newBackpack isEqualTo typeOf _oldBackpack) exitWith {}; private _state = _oldBackpack getVariable [QGVAR(gunbagWeapon), []]; if !(_state isEqualTo []) then { _newBackpack setVariable [QGVAR(gunbagWeapon), _state, true]; }; }, _this] call CBA_fnc_execNextFrame; }] call CBA_fnc_addClassEventHandler; [QEGVAR(arsenal,displayOpened), { private _center = EGVAR(arsenal,center); if (_center call FUNC(hasGunBag)) then { GVAR(arsenalCache) = (backpackContainer _center) getVariable [QGVAR(gunbagWeapon), []]; }; }] call CBA_fnc_addEventHandler; [QEGVAR(arsenal,displayClosed), { if (!isNil QGVAR(arsenalCache)) then { (backpackContainer EGVAR(arsenal,center)) setVariable [QGVAR(gunbagWeapon),GVAR(arsenalCache), true]; }; GVAR(arsenalCache) = nil; }] call CBA_fnc_addEventHandler; ADDON = true;