#include "..\script_component.hpp" /* * Author: kymckay * Handles "compatibility" (i.e. override) for BI spectator respawn types 1, 4 & 5 * * Called from the RscDisplayEGSpectator XEH * * Arguments: * 0: RscDisplayEGSpectator * * Return Value: * None * * Example: * _this call ace_spectator_fnc_compat_spectatorBI * * Public: No */ private _respawn = getMissionConfigValue ["respawn",0]; if (_respawn isEqualType "") then { _respawn = ["","bird","","","group","side"] find (toLowerANSI _respawn); }; if !(_respawn in [1,4,5]) exitWith {}; // Remember to check for side specific templates private _templates = getMissionConfigValue [["respawnTemplates",side group player] joinString "",getMissionConfigValue ["respawnTemplates",[]]]; if !(QUOTE(ADDON) in _templates) exitWith {}; // Kill BI spectator ["Terminate"] call BIS_fnc_EGSpectator; // Start our spectator [true] call FUNC(setSpectator); // Delete the seagull that spawns (not actually the player, a CfgNonAIVehicles object) // Respawn type 1 is handled in the template where seagull is passed as paremeter if (_respawn in [4,5]) then { // This could delete seagulls created by a wildlife module (a necessary evil) // TODO: Try to find seagull position and delete more accurately with reduced radius { if (_x isKindOf "seagull") then {deleteVehicle _x;}; } forEach (nearestObjects [player, [], 250]); }; // Switch to a virtual unit so draw3D continues to work private _grp = createGroup [sideLogic, true]; private _virtual = _grp createUnit [QGVAR(virtual),[0,0,0],[],0,"NONE"]; // Prevent unit falling into water (compatibility for some addons) _virtual enableSimulation false; // Transfer assigned zeus if applicable private _zeus = getAssignedCuratorLogic player; if !(isNull _zeus) then { [QGVAR(transferZeus), [_virtual,_zeus]] call CBA_fnc_serverEvent; }; selectPlayer _virtual;