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e535988479
* Hearing cleanup * Update fnc_updateHearingProtection.sqf * Fixes + tweaks * Update initSettings.inc.sqf * Update fnc_removeEarplugs.sqf
39 lines
963 B
Plaintext
39 lines
963 B
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: PabstMirror
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* Reset earplugs on respawn, and then re-add if appropriate.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* player call ace_hearing_fnc_handleRespawn;
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*
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* Public: No
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*/
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// Do not add or remove earplugs if gear should be preserved
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if (missionNamespace getVariable [QEGVAR(respawn,savePreDeathGear), false]) exitWith {};
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params ["_unit"];
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TRACE_2("params",_unit,typeOf _unit);
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if (!local _unit) exitWith {}; // XEH should only be called on local units
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private _respawn = [0] call BIS_fnc_missionRespawnType;
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// If respawn is not group or side:
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if (_respawn <= 3) then {
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// Remove earplugs if they have them:
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if (_unit getVariable ["ACE_hasEarPlugsin", false]) then {
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TRACE_1("had EarPlugs in - removing",_unit);
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_unit setVariable ["ACE_hasEarPlugsin", false, true];
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};
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};
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// Re-add if they need them
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_unit call FUNC(addEarPlugs);
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