/* * Author: bux578 * Switches back to the original player unit * * Arguments: * 0: Original player unit * 1: Respawned unit * * Return Value: * None * * Example: * [_originalPlayerUnit, _currentUnit] call ace_switchunits_fnc_switchBack * * Public: Yes */ #include "script_component.hpp" params ["_originalPlayerUnit"]; [_originalPlayerUnit] joinSilent GVAR(OriginalGroup); _fnc_pfhSwitchBack = { params ["_args", "_pfhId"]; _args params ["_originalPlayerUnit", "_currentUnit"]; if (local _originalPlayerUnit) exitWith { selectPlayer _originalPlayerUnit; deleteVehicle _currentUnit; private "_layer"; _layer = "BIS_fnc_respawnCounter" call bis_fnc_rscLayer; _layer cuttext ["","plain"]; [_pfhId] call cba_fnc_removePerFrameHandler; }; }; [_fnc_pfhSwitchBack, 0.2, _this] call CBA_fnc_addPerFrameHandler;