ACE3/addons/zeus/functions/fnc_moduleGroupSide.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: SilentSpike
* Zeus module function to change side of a group on dialog confirmation
*
* Arguments:
* 0: Unit to target <OBJECT>
* 1: Chosen side <SIDE>
*
* Return Value:
* None
*
* Example:
* [this, west] call ace_zeus_fnc_moduleGroupSide
*
* Public: No
*/
params ["_unit", "_newSide"];
private _side = side _unit;
// Nothing to do here
if (_side == _newSide) exitWith {};
private _oldGroup = group _unit;
private _newGroup = createGroup _newSide;
// Pretty hacky, will replace units return group with this new group if unconcious
if (GETVAR(_unit,ACE_isUnconscious,false) && {GETMVAR(EGVAR(medical,moveUnitsFromGroupOnUnconscious),false)}) then {
private _previousGroupsList = _unit getVariable [QEGVAR(common,previousGroupSwitchTo), []];
{
if ("ACE_isUnconscious" == (_x select 2)) exitWith {
_x set [0,_newGroup];
_x set [1,_newSide];
_previousGroupsList set [_forEachIndex, _x];
};
} forEach _previousGroupsList;
_unit setVariable [QEGVAR(common,previousGroupSwitchTo), _previousGroupsList, true];
} else {
(units _unit) joinSilent _newGroup;
deleteGroup _oldGroup;
};