ACE3/addons/respawn/functions/fnc_handleInitPostServer.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

67 lines
1.8 KiB
Plaintext

#include "script_component.hpp"
/*
* Author: commy2
* Handle XEH Init Post on Server.
* Execution on server only.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [ACE_Player] call ace_respawn_fnc_handleInitPostServer
*
* Public: No
*/
params ["_unit"];
private _groupUnit = group _unit; // _group is a reserved veriable and shouldn't be used
private _rallypoint = [
objNull,
missionNamespace getVariable ["ACE_Rallypoint_West", objNull],
missionNamespace getVariable ["ACE_Rallypoint_East", objNull],
missionNamespace getVariable ["ACE_Rallypoint_Independent", objNull]
] select ([west, east, independent] find side _groupUnit) + 1;
// exit if no moveable rallypoint is placed for that side
if (isNull _rallypoint) exitWith {};
// find leader
private _leaderVarName = _groupUnit getVariable [QGVAR(leaderVarName), ""];
// exit if group already has a playable slot assigned as rallypoint leader
if (_leaderVarName != "") exitWith {
// assign JIP unit as rallypoint leader
if (str _unit == _leaderVarName) then {
if (isNil {_unit getVariable "ACE_canMoveRallypoint"}) then {
_unit setVariable ["ACE_canMoveRallypoint", true, true];
};
};
};
// treat group leader
_unit = leader _groupUnit;
_leaderVarName = vehicleVarName _unit;
if (_leaderVarName == "") then {
private _leaderID = GETGVAR(NextLeaderID,0);
_leaderVarName = format [QUOTE(ACE_Rallypoint_Leader_%1), _leaderID];
_unit setVehicleVarName _leaderVarName;
GVAR(NextLeaderID) = _leaderID + 1;
};
// prevent group from getting multiple leaders; use this to assign rallypoint moving ability on JIP
_groupUnit setVariable [QGVAR(leaderVarName), _leaderVarName];
if (isNil {_unit getVariable "ACE_canMoveRallypoint"}) then {
_unit setVariable ["ACE_canMoveRallypoint", true, true];
};