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dbe6a04e8a
* Optimise spectator loops `count` is only quicker than `forEach` when the final command returns a boolean or nil. `forEach` is quicker if the final command returns any other data type. * Use `forEach` instead of `count`
44 lines
1.4 KiB
Plaintext
44 lines
1.4 KiB
Plaintext
/*
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* Author: SilentSpike
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* The ace_spectator respawn template, compatible with types 1,2,3,4 & 5
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*
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* Handles killed and respawned events as per BI's respawn framework:
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* https://community.bistudio.com/wiki/Arma_3_Respawn
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*
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* Arguments:
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* 0: Corpse/New Unit <OBJECT>
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* 1: Killer/Old Unit <OBJECT>
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* 2: Respawn Type <NUMBER>
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* 3: Respawn Delay <NUMBER>
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*
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* Return Value:
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* None
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*
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* Example:
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* [bob, kevin, 3, 6] call ace_spectator_fnc_respawnTemplate
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params [["_newCorpse",objNull,[objNull]], ["_oldKiller",objNull,[objNull]], ["_respawn",0,[0]], ["_respawnDelay",0,[0]]];
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TRACE_4("respawnTemplate",_newCorpse,_oldKiller,_respawn,_respawnDelay);
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// Compatibility handled via spectator display XEH
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if (_respawn in [0,1,4,5]) exitWith {
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// This only applies to respawn type 1 (BIRD/SPECTATOR)
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// Remove the seagull (not actually the player, a CfgNonAIVehicles object)
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if (typeOf _newCorpse == "seagull") then { deleteVehicle _newCorpse; };
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};
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// Virtual spectators should be ignored by the template (otherwise they break)
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if (_newCorpse isKindOf QGVAR(virtual)) exitWith {};
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// If player died while already in spectator, ignore
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if (!GVAR(isSet) || {alive _newCorpse}) then {
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// Negligible respawn delay can result in entering spectator after respawn
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// So we just use this value rather than living state of the unit
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[playerRespawnTime > 1] call FUNC(setSpectator);
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};
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