ACE3/addons/hearing/functions/fnc_handleRespawn.sqf
Phyma ffaa195fe5 Conform function headers to coding guidelines (#5255)
* Fixed headers to work with silentspike python script

* Fixed rest of the files

* Fixed ace-team
2017-06-08 15:31:51 +02:00

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/*
* Author: PabstMirror
* Reset earplugs on respawn, and then re-add if appropriate
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player] call ACE_hearing_fnc_handleRespawn;
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit"];
TRACE_2("params",_unit,typeOf _unit);
if (!local _unit) exitWith {}; //XEH should only be called on local units
//Do not add or remove earplugs if gear should be preserved
if (missionNamespace getVariable [QEGVAR(respawn,SavePreDeathGear), false]) exitWith {};
private _respawn = [0] call BIS_fnc_missionRespawnType;
//if respawn is not Group or side:
if (_respawn <= 3) then {
//Remove earplugs if they have them:
if (_unit getVariable ["ACE_hasEarPlugsin", false]) then {
TRACE_1("had EarPlugs in - removing",_unit);
_unit setVariable ["ACE_hasEarPlugsin", false, true];
};
};
//Re-add if they need them:
[_unit] call FUNC(addEarPlugs);