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Fix for Vehicle Respawning
Schedules respawning vehicles on to other maps
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parent
d9bf1c9014
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49
scripts/autoexec/vehicleRespawnFix.cs
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49
scripts/autoexec/vehicleRespawnFix.cs
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//Vehicle Respawn bug fix - Respawn schedules carrying into map changes
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package VehicleRespawnFix
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{
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function VehicleData::respawn(%data, %marker)
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{
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if($MatchStarted + $missionRunning == 2 && isObject(%marker))
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{
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%mask = $TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType | $TypeMasks::TurretObjectType;
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InitContainerRadiusSearch(%marker.getWorldBoxCenter(), %data.checkRadius, %mask);
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if(containerSearchNext() == 0)
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{
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%newObj = %data.create(%marker.curTeam, %marker);
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%newObj.startFade(1000, 0, false);
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%newObj.setTransform(%marker.getTransform());
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setTargetSensorGroup(%newObj.target, %newObj.team);
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MissionCleanup.add(%newObj);
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}
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else
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{
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%marker.schedule = %data.schedule(3000, "respawn", %marker);
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}
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}
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}
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function VehicleData::createPositionMarker(%data, %obj)
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{
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%marker = new Trigger(PosMarker)
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{
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dataBlock = markerTrigger;
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mountable = %obj.mountable;
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disableMove = %obj.disableMove;
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resetPos = %obj.resetPos;
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data = %obj.getDataBlock().getName();
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deployed = %obj.deployed;
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curTeam = %obj.team;
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respawnTime = %obj.respawnTime;
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};
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%marker.setTransform(%obj.getTransform());
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MissionCleanup.add(%marker);
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return %marker;
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}
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};
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// Prevent package from being activated if it is already
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if (!isActivePackage(VehicleRespawnFix))
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activatePackage(VehicleRespawnFix);
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