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* Merge ACEX - first attempt Backwards compatibility with XGVAR set of macros used on all settings and config entries Public API functions not taken into account yet, many other things probably still missed * Resolve issues * Switch to addSetting, backward compatible CfgPatches, missed XGVAR. * Remove unnecessary backwards compat * Convert ACEX Categorised settings to initSettings / Fix Intel items magazine * Apply suggestions from code review Co-authored-by: PabstMirror <pabstmirror@gmail.com> * Remove maintainers from merged ACEX components * Cleanup unused module and faction classes * Sitting - Add more object configs by @Dystopian https://github.com/acemod/ACEX/pull/255 * Translations - Add Japanese by @classicarma https://github.com/acemod/ACEX/pull/259 * Kill Tracker - Add killtracker.inc public include file by @Freddo3000" https://github.com/acemod/ACEX/pull/251 * Add ACEX authors and sort authors file * acex - final tweaks (#8513) * acex - handle old funcs * replace thirst/hunger setvars to acex naming fix macro Revert "fix macro" This reverts commit d807e5e804c43916eaa42d34a89af94c6d9a48ad. Revert "replace thirst/hunger setvars to acex naming" This reverts commit bafc607884932d6e339daedc7c22e25dddbdd868. x Co-authored-by: TyroneMF <TyroneMF@hotmail.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
64 lines
1.8 KiB
Plaintext
64 lines
1.8 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Jonpas
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* Removes Headless Client from use.
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* Ends mission if setting enabled and only Headless Clients are still connected.
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*
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* Arguments:
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* 0: Object <OBJECT>
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*
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* Return Value:
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* Transfer To Server <BOOL>
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*
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* Example:
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* [unit] call ace_headless_fnc_handleDisconnect
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*
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* Public: No
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*/
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params ["_object"];
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TRACE_1("HandleDisconnect",_this);
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// Exit if not HC
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if !(_object in GVAR(headlessClients)) exitWith {
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TRACE_2("Object not in HC list",_object,GVAR(headlessClients));
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// End mission when no players present
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if (XGVAR(endMission) != 0 && {!GVAR(endMissionCheckDelayed)}) then {
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// Delay check until 2.5 minutes into the mission - wait for allPlayers to sync
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if (CBA_missionTime < 150) then {
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TRACE_1("Mission start delay",CBA_missionTime);
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GVAR(endMissionCheckDelayed) = true;
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[{
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call FUNC(endMissionNoPlayers);
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}, [], 150 - CBA_missionTime] call CBA_fnc_waitAndExecute;
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} else {
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// End instantly or after delay
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if (XGVAR(endMission) == 1) then {
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TRACE_2("Instant end",GVAR(endMission),CBA_missionTime);
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call FUNC(endMissionNoPlayers);
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} else {
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TRACE_2("Delayed 60s end",GVAR(endMission),CBA_missionTime);
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GVAR(endMissionCheckDelayed) = true;
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[FUNC(endMissionNoPlayers), [], 60] call CBA_fnc_waitAndExecute;
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};
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};
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};
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false
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};
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// Exit if AI distribution is disabled
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if (!XGVAR(enabled)) exitWith {true};
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// Remove HC
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GVAR(headlessClients) deleteAt (GVAR(headlessClients) find _object);
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if (XGVAR(log)) then {
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INFO_1("Removed HC: %1",_object);
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};
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// Rebalance
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[true] call FUNC(rebalance);
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// Prevent transferring of HC to server
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false
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