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