ACE3/addons/spectator/functions/fnc_respawnTemplate.sqf
SilentSpike e59f0ce822 Fix spectator respawn template for types 0 and 1
Type 0 worked, but the mission didn't end when all players were killed.
Type 1 didn't work because isPlayer isn't true for seagulls. So spectator virtual state is now entirely unassociated from objects in the game.
2015-08-08 12:33:34 +01:00

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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]]];
private ["_vision","_pos"];
// End mission when all are dead with respawn type "None"
if ((_respawn == 0) && {{alive _x} count allPlayers <= 0}) exitWith {
[["endDeath",false],"BIS_fnc_endMission"] call EFUNC(common,execRemoteFnc);
};
if (isNull _killer) then {_killer = _unit};
_vision = [-2,-1] select (sunOrMoon < 1);
_pos = (getPosATL _unit) vectorAdd [0,0,5];
if (alive _unit) then {
if (_respawn == 1) then {
[_unit,QGVAR(isSeagull)] call EFUNC(common,hideUnit);
[2,_killer,_vision,_pos,getDir _unit] call FUNC(setCameraAttributes);
[true] call FUNC(setSpectator);
} else {
[false] call FUNC(setSpectator);
};
} else {
[2,_killer,_vision,_pos,getDir _unit] call FUNC(setCameraAttributes);
[true] call FUNC(setSpectator);
};