#include "script_component.hpp" /* * Author: commy2 * Handles playerChanged. Resets "showHUD" based on handcuff status * * Arguments: * 0: _newUnit * 1: _oldUnit * * Return Value: * The return value * * Example: * [bob1, bob2] call ACE_captives_fnc_handlePlayerChange * * Public: No */ params ["_newUnit","_oldUnit"]; //set showHUD based on new unit status: if ((_newUnit getVariable [QGVAR(isHandcuffed), false]) || {_newUnit getVariable [QGVAR(isSurrendering), false]}) then { TRACE_1("Player Change (showHUD false)",_newUnit); ["captive", [false, false, false, false, false, false, false, false, false, true]] call EFUNC(common,showHud); } else { TRACE_1("Player Change (showHUD true)",_newUnit); ["captive", []] call EFUNC(common,showHud); //same as showHud true; }; //If old player was escorting, stop if (_oldUnit getVariable [QGVAR(isEscorting), false]) then { _oldUnit setVariable [QGVAR(isEscorting), false, true]; };