ACE3/addons/medical/functions/fnc_setDead.sqf

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/*
* Author: Glowbal
* Either kills a unit or puts the unit in a revivable state, depending on the settings.
*
* Arguments:
* 0: The unit that will be killed <OBJECT>
*
* ReturnValue:
* <NIL>
*
* Public: yes
*/
#include "script_component.hpp"
private ["_unit"];
_unit = _this select 0;
_force = false;
if (count _this >= 2) then {
_force = _this select 1;
};
if (!alive _unit) exitwith{};
if (!local _unit) exitwith {
[[_unit, _force], QUOTE(DFUNC(setDead)), _unit, false] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
};
if (GVAR(preventInstaDeath) && !_force) exitwith {
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if (_unit getvariable [QGVAR(inReviveState), false]) exitwith {}; // already in revive state
_unit setvariable [QGVAR(inReviveState), true, true];
[_unit] call FUNC(setUnconscious);
[{
private ["_args","_unit","_startTime"];
_args = _this select 0;
_unit = _args select 0;
_startTime = _args select 1;
if (time - _startTime > GVAR(maxReviveTime)) exitwith {
[(_this select 1)] call cba_fnc_removePerFrameHandler;
[_unit, true] call FUNC(setDead);
_unit setvariable [QGVAR(inReviveState), nil, true];
};
if !(_unit getvariable [QGVAR(inReviveState), false]) exitwith {
[(_this select 1)] call cba_fnc_removePerFrameHandler;
};
}, 1, [_unit, time] ] call CBA_fnc_addPerFrameHandler;
};
_unit setvariable ["ACE_isDead", true, true];
if (isPLayer _unit) then {
_unit setvariable ["isDeadPlayer", true, true];
};
_unit setdamage 1;