#include "script_component.hpp" removeAllWeapons player; removeAllAssignedItems player; removeUniform player; removeVest player; removeBackpack player; removeGoggles player; removeHeadgear player; SETPVAR(player,FORGE_isLoaded,false); cutText ["Loading In...", "BLACK", 1]; player addEventHandler ["Killed", { params ["_unit", "_killer", "_instigator", "_useEffects"]; [SRPC(economy,onKilled), [_unit]] call CFUNC(serverEvent); }]; player addEventHandler ["Respawn", { params ["_unit", "_corpse"]; private _uid = getPlayerUID player; [SRPC(economy,onRespawn), [_unit, _corpse, _uid]] call CFUNC(serverEvent); }]; if (isNil QGVAR(ActorRepository)) then { call FUNC(initRepository); }; [QGVAR(initActor), { GVAR(ActorRepository) call ["init", []]; }] call CFUNC(addEventHandler); [QGVAR(onActorRespawn), { params [["_loadout", [], [[]]], ["_medSpawnPos", [0,0,0], [[]]], ["_medSpawnDir", 0, [0]]]; private _message = ["warning", "Medical Alert", "You have been revived at a medical facility.", 5000]; EGVAR(notifications,NotificationService) call ["create", _message]; player setUnitLoadout _loadout; player setPosATL _medSpawnPos; player setDir _medSpawnDir; player switchMove "Acts_LyingWounded_loop"; ["Initialize", [player, [], false, true, true, true, true, true, false, false]] call BFUNC(EGSpectator); [SRPC(economy,onHealed), [player]] call CFUNC(serverEvent); }] call CFUNC(addEventHandler); [QGVAR(onActorHealed), { player switchMove ""; ["Terminate"] call BFUNC(EGSpectator); }] call CFUNC(addEventHandler); [QGVAR(responseInitActor), { params [["_data", createHashMap, [createHashMap]]]; GVAR(ActorRepository) call ["sync", [_data, true]]; cutText ["", "PLAIN", 1]; }] call CFUNC(addEventHandler); [QGVAR(responseSyncActor), { params [["_data", createHashMap, [createHashMap]], ["_jip", false, [false]]]; GVAR(ActorRepository) call ["sync", [_data, _jip]]; }] call CFUNC(addEventHandler); [QGVAR(initActor), []] call CFUNC(localEvent); [{ GETVAR(player,FORGE_isLoaded,false) }, { private _holster = GVAR(ActorRepository) call ["get", ["holster", true]]; if (_holster) then { [player] call AFUNC(weaponselect,putWeaponAway); }; }] call CFUNC(waitUntilAndExecute);