ACE3/addons/switchunits/functions/fnc_switchUnit.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: bux578
* Switches to the new given player unit
*
* Arguments:
* 0: the unit to switch to <OBJECT>
*
* Return Value:
* None
*
* Example:
* [_unit] call ace_switchunits_fnc_switchUnit
*
* Public: Yes
*/
params ["_unit"];
// don't switch to original player units
if (!([_unit] call FUNC(isValidAi))) exitWith {};
// exit var
private _leave = false;
if (GVAR(EnableSafeZone)) then {
private _allNearestPlayers = [position _unit, GVAR(SafeZoneRadius)] call FUNC(nearestPlayers);
private _nearestEnemyPlayers = _allNearestPlayers select {((side GVAR(OriginalGroup)) getFriend side _x < 0.6) && !(_x getVariable [QGVAR(IsPlayerControlled), false])};
if (count _nearestEnemyPlayers > 0) exitWith {
_leave = true;
};
};
// exitWith doesn't exit past the "if(EnableSafeZone)" block
if (_leave) exitWith {
[localize LSTRING(TooCloseToEnemy)] call EFUNC(common,displayTextStructured);
};
// should switch locality
// This doesn't work anymore, because one's now able to switch to units from a different side
//[_unit] joinSilent group player;
[QGVAR(switchLocality), [_unit, player]] call CBA_fnc_serverEvent;
[{
params ["_args", "_pfhId"];
_args params ["_unit", "_oldUnit"];
[localize LSTRING(TryingToSwitch)] call EFUNC(common,displayTextStructured);
if (local _unit) exitWith {
_oldUnit setVariable [QGVAR(IsPlayerControlled), false, true];
_oldUnit setVariable [QGVAR(PlayerControlledName), "", true];
private _killedEhId = _unit getVariable [QGVAR(KilledEhId), -1];
if (_killedEhId != -1) then {
_oldUnit removeEventHandler ["Killed", _killedEhId];
};
selectPlayer _unit;
_unit setVariable [QGVAR(IsPlayerControlled), true, true];
_unit setVariable [QGVAR(PlayerControlledName), GVAR(OriginalName), true];
_killedEhId = _unit addEventHandler ["Killed", {
[GVAR(OriginalUnit), _this select 0] call FUNC(switchBack);
}];
_unit setVariable [QGVAR(KilledEhId), _killedEhId, true];
// set owner back to original owner
private _oldOwner = _oldUnit getVariable[QGVAR(OriginalOwner), -1];
if (_oldOwner > -1) then {
["ace_setOwner", [_oldUnit, _oldOwner]] call CBA_fnc_serverEvent;
};
[localize LSTRING(SwitchedUnit)] call EFUNC(common,displayTextStructured);
[_pfhId] call CBA_fnc_removePerFrameHandler;
};
}, 0.2, [_unit, player]] call CBA_fnc_addPerFrameHandler;