ACE3/addons/hearing/functions/fnc_handleRespawn.sqf
johnb432 e535988479
Hearing - Code cleanup (#10041)
* Hearing cleanup

* Update fnc_updateHearingProtection.sqf

* Fixes + tweaks

* Update initSettings.inc.sqf

* Update fnc_removeEarplugs.sqf
2024-05-29 10:01:39 -07:00

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