#include "..\script_component.hpp" /* * Author: commy2 PabstMirror * Fix, because captiveNum doesn't reset properly on respawn * * Arguments: * 0: Unit * 1: Corpse * * Return Value: * None * * Example: * [alive, body] call ACE_captives_fnc_handleRespawn; * * Public: No */ params ["_unit","_dead"]; TRACE_2("handleRespawn",_unit,_dead); if (!local _unit) exitWith {}; // Group and side respawn can potentially respawn you as a captive unit // Base and instant respawn cannot, so captive should be entirely reset // So we explicity account for the respawn type private _respawn = [0] call BIS_fnc_missionRespawnType; if (_respawn > 3) then { if (_unit getVariable [QGVAR(isHandcuffed), false]) then { _unit setVariable [QGVAR(isHandcuffed), false]; [_unit, true] call FUNC(setHandcuffed); }; if (_unit getVariable [QGVAR(isSurrendering), false]) then { _unit setVariable [QGVAR(isSurrendering), false]; [_unit, true] call FUNC(setSurrendered); }; } else { if (_unit getVariable [QGVAR(isHandcuffed), false]) then { [_unit, false] call FUNC(setHandcuffed); }; [_unit, "setCaptive", QGVAR(Handcuffed), false] call EFUNC(common,statusEffect_set); if (_unit getVariable [QGVAR(isSurrendering), false]) then { [_unit, false] call FUNC(setSurrendered); }; [_unit, "setCaptive", QGVAR(Surrendered), false] call EFUNC(common,statusEffect_set); if (_unit getVariable [QGVAR(isEscorting), false]) then { _unit setVariable [QGVAR(isEscorting), false, true]; }; };