#include "script_component.hpp" /* * Author: PabstMirror * Handles the Respawn Event Handler to reset effects. * * Arguments: * 0: vehicle that it will be attached to (player or vehicle) * * Return Value: * None * * Example: * [player, objNull] call ace_common_fnc_statusEffect_respawnEH * * Public: No */ params ["_object"]; TRACE_1("params",_object); //Only run this after the settings are initialized //Need to wait for all EH to be installed (local event will happen between pre and post init) if !(GVAR(settingsInitFinished)) exitWith { TRACE_1("pushing to runAtSettingsInitialized", _this); GVAR(runAtSettingsInitialized) pushBack [FUNC(statusEffect_respawnEH), _this]; }; if (!local _object) exitWith {TRACE_1("object no longer local", _this)}; if (isNull _object) exitWith {TRACE_1("object null", _this)}; //Reset any variables on "real" respawn [_object, false] call FUNC(statusEffect_resetVariables); //Send all Variables to client [_object, ""] call FUNC(statusEffect_sendEffects);