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7c846502b5
Previously we were resetting on death, but this caused problems when the respawnDelay was 0 as the dead unit wasn't actually the player. To account for "group" and "side" respawn types where you change unit on respawn and could potentially become a captive unit, I am explicity checking the mission respawn type before resetting variables. |
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fnc_canApplyHandcuffs.sqf | ||
fnc_canEscortCaptive.sqf | ||
fnc_canFriskPerson.sqf | ||
fnc_canLoadCaptive.sqf | ||
fnc_canRemoveHandcuffs.sqf | ||
fnc_canStopEscorting.sqf | ||
fnc_canSurrender.sqf | ||
fnc_canUnloadCaptive.sqf | ||
fnc_doApplyHandcuffs.sqf | ||
fnc_doEscortCaptive.sqf | ||
fnc_doFriskPerson.sqf | ||
fnc_doLoadCaptive.sqf | ||
fnc_doRemoveHandcuffs.sqf | ||
fnc_doUnloadCaptive.sqf | ||
fnc_findEmptyNonFFVCargoSeat.sqf | ||
fnc_handleGetIn.sqf | ||
fnc_handleGetOut.sqf | ||
fnc_handleOnUnconscious.sqf | ||
fnc_handlePlayerChanged.sqf | ||
fnc_handleRespawn.sqf | ||
fnc_handleUnitInitPost.sqf | ||
fnc_handleZeusDisplayChanged.sqf | ||
fnc_moduleSettings.sqf | ||
fnc_moduleSurrender.sqf | ||
fnc_setHandcuffed.sqf | ||
fnc_setSurrendered.sqf | ||
fnc_vehicleCaptiveMoveIn.sqf | ||
fnc_vehicleCaptiveMoveOut.sqf | ||
script_component.hpp |