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ffaa195fe5
* Fixed headers to work with silentspike python script * Fixed rest of the files * Fixed ace-team
44 lines
1.4 KiB
Plaintext
44 lines
1.4 KiB
Plaintext
/*
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* Author: PabstMirror
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* Sends all status effects for an object (can be run on non-local objects)
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*
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* Arguments:
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* 0: Object <OBJECT>
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* 1: Effect name (or "" to send all) <STRING>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, ""] call ace_common_fnc_statusEffect_sendEffects
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*
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* Public: No
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*/
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// #define DEBUG_MODE_FULL
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#include "script_component.hpp"
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params [["_object", objNull, [objNull]], ["_effectName", "", [""]]];
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TRACE_2("params",_object,_effectName);
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if (isNull _object) exitWith {};
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{
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if ((_effectName == "") || {_effectName == _x}) then {
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private _effectVarName = format [QGVAR(effect_%1), _x];
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private _effectNumber = _object getVariable [_effectVarName, -1];
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//We only do anything if the effect has been defined at some point in the game for this unit
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TRACE_2("checking if event is nil",_x,_effectNumber);
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if (_effectNumber != -1) then {
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private _eventName = format [QGVAR(%1), _x];
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if (GVAR(statusEffect_isGlobal) select _forEachIndex) then {
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TRACE_2("Sending Global Event", _object, _effectNumber);
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[_eventName, [_object, _effectNumber]] call CBA_fnc_globalEvent;
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} else {
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TRACE_2("Sending Target Event", _object, _effectNumber);
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[_eventName, [_object, _effectNumber], _object] call CBA_fnc_targetEvent;
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};
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};
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};
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} forEach GVAR(statusEffect_Names);
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