ACE3/addons/common/functions/fnc_setDead.sqf

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#include "..\script_component.hpp"
/*
* Author: johnb43
* Kills a unit without changing visual appearance.
*
* Arguments:
* 0: Unit <ARRAY>
* 1: Reason for death (only used if ace_medical is loaded) <STRING> (default: "")
* 2: Killer (vehicle that killed unit) <ARRAY> (default: objNull)
* 3: Instigator (unit who pulled trigger) <ARRAY> (default: objNull)
*
* Return Value:
* None
*
* Example:
* [cursorObject, "", player, player] call ace_common_fnc_setDead;
*
* Public: Yes
*/
params [["_unit", objNull, [objNull]], ["_reason", "", [""]], ["_source", objNull, [objNull]], ["_instigator", objNull, [objNull]]];
if (!local _unit) exitWith {
WARNING_1("setDead executed on non-local unit - %1",_this);
};
if (["ace_medical"] call EFUNC(common,isModLoaded)) then {
[_unit, _reason, _source, _instigator] call EFUNC(medical_status,setDead);
} else {
// From 'ace_medical_status_fnc_setDead': Kill the unit without changing visual appearance
// (#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;
};
private _currentDamage = _unit getHitPointDamage "HitHead";
_unit setHitPointDamage ["HitHead", 1, true, _source, _instigator];
_unit setHitPointDamage ["HitHead", _currentDamage, true, _source, _instigator];
};