ACE3/addons/medical_status/functions/fnc_setDead.sqf

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#include "..\script_component.hpp"
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/*
* Author: commy2
* Kills a local unit.
*
* Arguments:
* 0: The unit <OBJECT>
* 1: Reason for death <STRING>
* 2: Killer <OBJECT>
* 3: Instigator <OBJECT>
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*
* Return Value:
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* None
*
* Public: No
*/
params ["_unit", ["_reason", "#setDead"], ["_source", objNull], ["_instigator", objNull]];
TRACE_4("setDead",_unit,_reason,_source,_instigator);
// No heart rate or blood pressure to measure when dead
_unit setVariable [VAR_HEART_RATE, 0, true];
_unit setVariable [VAR_BLOOD_PRESS, [0, 0], true];
// Clear uncon variable just to be safe
_unit setVariable [VAR_UNCON, nil, true];
_unit setVariable [QEGVAR(medical,causeOfDeath), _reason, true];
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// Send a local event before death
[QEGVAR(medical,death), [_unit]] call CBA_fnc_localEvent;
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// Update the state machine if necessary (forced respawn, scripted death, etc)
private _unitState = [_unit, EGVAR(medical,STATE_MACHINE)] call CBA_statemachine_fnc_getCurrentState;
if (_unitState isNotEqualTo "Dead") then {
[_unit, EGVAR(medical,STATE_MACHINE), _unitState, "Dead"] call CBA_statemachine_fnc_manualTransition;
};
// (#8803) Reenable damage if disabled to prevent having live units in dead state
// Keep this after death event for compatibility with third party hooks
if (!isDamageAllowed _unit) then {
WARNING_1("setDead executed on unit with damage blocked - %1",_this);
_unit allowDamage true;
};
// Kill the unit without changing visual apperance
private _prevDamage = _unit getHitPointDamage "HitHead";
_unit setHitPointDamage ["HitHead", 1, true, _source, _instigator];
_unit setHitPointDamage ["HitHead", _prevDamage, true, _source, _instigator];