ACE3/addons/spectator/functions/fnc_respawnTemplate.sqf
Glowbal b489750d5b Minor optimizations using private, params, and isEqualType (#4323)
* Optimizations with private, params, and isEqualType

* Fixed tab being used instead of space

* Fixed tabs inserted by notepad++

* More usage of new private syntax and params

- changed a few checks for an array being empty to `_arr isEqualTo []`
rather than `count _arr == 0`
- added more uses of `private` on the same line as the variable is
declared
- added more uses of params to assign variables passed as parameters
- removed unnecessary parentheses
- removed several unnecessary variable declarations with private array
syntax

* clean up and formatting
2016-09-04 16:44:22 +02:00

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/*
* Author: SilentSpike
* The ace_spectator respawn template, handles killed + respawn
* Can be used via BI's respawn framework, see:
* https://community.bistudio.com/wiki/Arma_3_Respawn
*
* Arguments:
* 0: Corpse/New Unit <OBJECT>
* 1: Killer/Old Unit <OBJECT>
* 2: Respawn Type <NUMBER>
* 3: Respawn Delay <NUMBER>
*
* Return Value:
* None <NIL>
*
* Public: No
*/
#include "script_component.hpp"
params [["_unit",objNull,[objNull]], ["_killer",objNull,[objNull]], ["_respawn",0,[0]], ["_respawnDelay",0,[0]]];
// Some environment information can be used for the initial camera attributes
if (isNull _killer) then {_killer = _unit};
private _vision = [-2,-1] select (sunOrMoon < 1);
private _pos = (getPosATL _unit) vectorAdd [0,0,5];
// Enter/exit spectator based on the respawn type and whether killed/respawned
if (alive _unit) then {
if (_respawn == 1) then {
[_unit] call FUNC(stageSpectator);
[2,_killer,_vision,_pos,getDir _unit] call FUNC(setCameraAttributes);
[true] call FUNC(setSpectator);
} else {
[false] call FUNC(setSpectator);
};
} else {
// Negligible respawn delay can result in entering spectator after respawn
if (playerRespawnTime <= 1) exitWith {};
[2,_killer,_vision,_pos,getDir _unit] call FUNC(setCameraAttributes);
[true] call FUNC(setSpectator);
};