/* * Author: bux578 * Switches to the new given player unit * * Arguments: * 0: the unit to switch to * * Return Value: * None * * Example: * [_unit] call ace_switchunits_fnc_switchUnit * * Public: Yes */ #include "script_component.hpp" params ["_unit"]; // don't switch to original player units if (!([_unit] call FUNC(isValidAi))) exitWith {}; // exit var private _leave = false; if (GVAR(EnableSafeZone)) then { private _allNearestPlayers = [position _unit, GVAR(SafeZoneRadius)] call FUNC(nearestPlayers); private _nearestEnemyPlayers = _allNearestPlayers select {((side GVAR(OriginalGroup)) getFriend side _x < 0.6) && !(_x getVariable [QGVAR(IsPlayerControlled), false])}; if (count _nearestEnemyPlayers > 0) exitWith { _leave = true; }; }; // exitWith doesn't exit past the "if(EnableSafeZone)" block if (_leave) exitWith { [localize LSTRING(TooCloseToEnemy)] call EFUNC(common,displayTextStructured); }; // should switch locality // This doesn't work anymore, because one's now able to switch to units from a different side //[_unit] joinSilent group player; [ [_unit, player], QUOTE({ (_this select 0) setVariable [ARR_3(QUOTE(QGVAR(OriginalOwner)), owner (_this select 0), true)]; (_this select 0) setOwner owner (_this select 1) }), 1 ] call EFUNC(common,execRemoteFnc); [{ params ["_args", "_pfhId"]; _args params ["_unit", "_oldUnit"]; [localize LSTRING(TryingToSwitch)] call EFUNC(common,displayTextStructured); if (local _unit) exitWith { _oldUnit setVariable [QGVAR(IsPlayerControlled), false, true]; _oldUnit setVariable [QGVAR(PlayerControlledName), "", true]; private _killedEhId = _unit getVariable [QGVAR(KilledEhId), -1]; if (_killedEhId != -1) then { _oldUnit removeEventHandler ["Killed", _killedEhId]; }; selectPlayer _unit; _unit setVariable [QGVAR(IsPlayerControlled), true, true]; _unit setVariable [QGVAR(PlayerControlledName), GVAR(OriginalName), true]; _killedEhId = _unit addEventHandler ["Killed", { [GVAR(OriginalUnit), _this select 0] call FUNC(switchBack); }]; _unit setVariable [QGVAR(KilledEhId), _killedEhId, true]; // set owner back to original owner private _oldOwner = _oldUnit getVariable[QGVAR(OriginalOwner), -1]; if (_oldOwner > -1) then { [ [_oldUnit, _oldOwner], QUOTE({ (_this select 0) setOwner (_this select 1) }), 1 ] call EFUNC(common,execRemoteFnc); }; [localize LSTRING(SwitchedUnit)] call EFUNC(common,displayTextStructured); [_pfhId] call CBA_fnc_removePerFrameHandler; }; }, 0.2, [_unit, player]] call CBA_fnc_addPerFrameHandler;