/* * Author: bux578 * Switches to the new given player unit * * Arguments: * 0: current unit * 1: the unit to switch to * * Return Value: * None * * Example: * [_unit] call FUNC(switchUnit) * * Public: Yes */ #include "script_component.hpp" private ["_nearestEnemyPlayers", "_allNearestPlayers", "_oldUnit", "_leave"]; PARAMS_1(_unit); // don't switch to original player units if (!([_unit] call FUNC(isValidAi))) exitWith {}; // exit var _leave = false; if (GVAR(EnableSafeZone)) then { _allNearestPlayers = [position _unit, GVAR(SafeZoneRadius)] call FUNC(nearestPlayers); _nearestEnemyPlayers = [_allNearestPlayers, {((side GVAR(OriginalGroup)) getFriend (side _this) < 0.6) && !(_this getVariable [QGVAR(IsPlayerControlled), false])}] call EFUNC(common,filter); if (count _nearestEnemyPlayers > 0) exitWith { _leave = true; }; }; // exitWith doesn't exit past the "if(EnableSafeZone)" block if (_leave) exitWith { [localize LSTRING(TooCloseToEnemy)] call EFUNC(common,displayTextStructured); }; // should switch locality // This doesn't work anymore, because one's now able to switch to units from a different side //[_unit] joinSilent group player; [[_unit, player], QUOTE({(_this select 0) setVariable [ARR_3(QUOTE(QGVAR(OriginalOwner)), owner (_this select 0), true)]; (_this select 0) setOwner owner (_this select 1)}), 1] call EFUNC(common,execRemoteFnc); _oldUnit = player; DFUNC(pfhSwitchUnit) = { private ["_args", "_unit", "_oldUnit", "_respawnEhId", "_oldOwner"]; _args = _this select 0; _unit = _args select 0; _oldUnit = _args select 1; if (local _unit) exitWith { _oldUnit setVariable [QGVAR(IsPlayerControlled), false, true]; _oldUnit setVariable [QGVAR(PlayerControlledName), "", true]; _respawnEhId = _unit getVariable [QGVAR(RespawnEhId), -1]; if (_respawnEhId != -1) then { _oldUnit removeEventHandler ["Respawn", _respawnEhId]; }; selectPlayer _unit; _unit setVariable [QGVAR(IsPlayerControlled), true, true]; _unit setVariable [QGVAR(PlayerControlledName), GVAR(OriginalName), true]; _respawnEhId = _unit addEventHandler ["Respawn", { [GVAR(OriginalUnit), _this select 0] call FUNC(switchBack); }]; _unit setVariable [QGVAR(RespawnEhId), _respawnEhId, true]; // set owner back to original owner _oldOwner = _oldUnit getVariable[QGVAR(OriginalOwner), -1]; if (_oldOwner > -1) then { [[_oldUnit, _oldOwner], QUOTE({(_this select 0) setOwner (_this select 1)}), 1] call EFUNC(common,execRemoteFnc); }; [localize LSTRING(SwitchedUnit)] call EFUNC(common,displayTextStructured); [(_this select 1)] call cba_fnc_removePerFrameHandler; }; }; [FUNC(pfhSwitchUnit), 0.2, [_unit, _oldUnit]] call cba_fnc_addPerFrameHandler;