ACE3/addons/common/functions/fnc_statusEffect_sendEffects.sqf
jonpas 742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00

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#include "..\script_component.hpp"
/*
* Author: PabstMirror
* Sends all status effects for an object (can be run on non-local objects)
*
* Arguments:
* 0: Object <OBJECT>
* 1: Effect name (or "" to send all) <STRING>
*
* Return Value:
* None
*
* Example:
* [player, ""] call ace_common_fnc_statusEffect_sendEffects
*
* Public: No
*/
params [["_object", objNull, [objNull]], ["_effectName", "", [""]]];
TRACE_2("params",_object,_effectName);
if (isNull _object) exitWith {};
{
if ((_effectName == "") || {_effectName == _x}) then {
private _effectVarName = format [QGVAR(effect_%1), _x];
private _effectNumber = _object getVariable [_effectVarName, -1];
//We only do anything if the effect has been defined at some point in the game for this unit
TRACE_2("checking if event is nil",_x,_effectNumber);
if (_effectNumber != -1) then {
private _eventName = format [QGVAR(%1), _x];
if (GVAR(statusEffect_isGlobal) select _forEachIndex) then {
TRACE_2("Sending Global Event", _object, _effectNumber);
[_eventName, [_object, _effectNumber]] call CBA_fnc_globalEvent;
} else {
TRACE_2("Sending Target Event", _object, _effectNumber);
[_eventName, [_object, _effectNumber], _object] call CBA_fnc_targetEvent;
};
};
};
} forEach GVAR(statusEffect_Names);