ACE3/addons/common/functions/fnc_setPlayerOwner.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: PabstMirror
* Sets the player's owner id as a variable on his player ojbect.
* Should be called on all machines (including server)
* Note: Needs to wait for CBA_clientID to be recieved from server.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_common_fnc_setPlayerOwner
*
* Public: No
*/
if (missionNameSpace getVariable [QGVAR(setPlayerOwnerRunning), false]) exitWith {};
GVAR(setPlayerOwnerRunning) = true;
if (isServer) then {
addMissionEventHandler ["HandleDisconnect", {
params ["_dcPlayer"];
TRACE_1("HandleDisconnect eh",_dcPlayer);
if (!isNil {_dcPlayer getVariable QGVAR(playerOwner)}) then {
_dcPlayer setVariable [QGVAR(playerOwner), nil, true];
};
}];
};
if (hasInterface) then {
[{
(!isNil "CBA_clientID") && {CBA_clientID > -1}
}, {
TRACE_1("CBA_clientID ready",CBA_clientID);
["unit", {
params ["_newUnit", "_oldUnit"];
TRACE_2("unit changed",_newUnit,_oldUnit);
if ((_oldUnit getVariable [QGVAR(playerOwner), -1]) == CBA_clientID) then {
_oldUnit setVariable [QGVAR(playerOwner), nil, true];
};
if (alive _newUnit) then {
_newUnit setVariable [QGVAR(playerOwner), CBA_clientID, true];
};
}, true] call CBA_fnc_addPlayerEventHandler;
}, []] call CBA_fnc_waitUntilAndExecute;
};