/* File: fn_spawnConfirm.sqf Author: Bryan "Tonic" Boardwine Description: Spawns the player where he selected. */ private["_spCfg","_sp","_spawnPos"]; closeDialog 0; cutText ["","BLACK IN"]; if(count life_spawn_point == 0) then { private["_sp","_spCfg"]; _spCfg = [playerSide] call life_fnc_spawnPointCfg; _sp = _spCfg select 0; if(playerSide == civilian) then { if(isNil {(call compile format["%1", _sp select 0])}) then { player setPos (getMarkerPos (_sp select 0)); } else { _spawnPos = (call compile format["%1", _sp select 0]) call BIS_fnc_selectRandom; _spawnPos = _spawnPos buildingPos 0; player setPos _spawnPos; }; } else { player setPos (getMarkerPos (_sp select 0)); }; titleText[format["%2 %1",_sp select 1,localize "STR_Spawn_Spawned"],"BLACK IN"]; } else { if(playerSide == civilian) then { if(isNil {(call compile format["%1",life_spawn_point select 0])}) then { if((["house",life_spawn_point select 0] call BIS_fnc_inString)) then { private["_bPos","_house","_pos"]; _house = nearestObjects [getMarkerPos (life_spawn_point select 0),["House_F"],10] select 0; _bPos = [_house] call life_fnc_getBuildingPositions; if(count _bPos == 0) exitWith { player setPos (getMarkerPos (life_spawn_point select 0)); }; {_bPos = _bPos - [(_house buildingPos _x)];} foreach (_house getVariable ["slots",[]]); _pos = _bPos call BIS_fnc_selectRandom; player setPosATL _pos; } else { player setPos (getMarkerPos (life_spawn_point select 0)); }; } else { _spawnPos = (call compile format["%1", life_spawn_point select 0]) call BIS_fnc_selectRandom; _spawnPos = _spawnPos buildingPos 0; player setPos _spawnPos; }; } else { player setPos (getMarkerPos (life_spawn_point select 0)); }; titleText[format["%2 %1",life_spawn_point select 1,localize "STR_Spawn_Spawned"],"BLACK IN"]; }; if(life_firstSpawn) then { life_firstSpawn = false; [] call life_fnc_welcomeNotification; }; [] call life_fnc_hudSetup;