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