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>
* 1: Force Dead (ignore revive setting) <BOOL>
* 1: Delay setDamage for a frame <BOOL>
*
* ReturnValue:
* Did he died? <BOOL>
*
* Public: yes
*/
#include "script_component.hpp"
private ["_reviveVal", "_lifesLeft"];
params ["_unit", ["_force", false], ["_delaySetDamage", false]];
if ((!alive _unit) || {_unit getVariable ["ACE_isDead", false]}) exitWith {true};
if (!local _unit) exitwith {
[[_unit, _force], QUOTE(DFUNC(setDead)), _unit, false] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
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false;
};
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_reviveVal = _unit getVariable [QGVAR(enableRevive), GVAR(enableRevive)];
if (((_reviveVal == 1 && {[_unit] call EFUNC(common,isPlayer)} || _reviveVal == 2)) && !_force) exitwith {
if (_unit getVariable [QGVAR(inReviveState), false]) exitwith {
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if (GVAR(amountOfReviveLives) > 0) then {
_lifesLeft = _unit getVariable[QGVAR(amountOfReviveLives), GVAR(amountOfReviveLives)];
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if (_lifesLeft == 0) then {
[_unit, true] call FUNC(setDead);
};
};
false;
};
_unit setVariable [QGVAR(inReviveState), true, true];
_unit setVariable [QGVAR(reviveStartTime), ACE_time];
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[_unit, true] call FUNC(setUnconscious);
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[{
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private "_startTime";
params ["_args", "_idPFH"];
_args params ["_unit"];
_startTime = _unit getVariable [QGVAR(reviveStartTime), 0];
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//If we are in reivie state in a blown up vehicle, try to unload so that people can access the body
if ((alive _unit) && {(vehicle _unit) != _unit} && {!alive (vehicle _unit)}) then {
TRACE_2("Unloading", _unit, vehicle _unit);
[_unit] call EFUNC(common,unloadPerson);
};
if (GVAR(maxReviveTime) > 0 && {ACE_time - _startTime > GVAR(maxReviveTime)}) exitwith {
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[_idPFH] call CBA_fnc_removePerFrameHandler;
_unit setVariable [QGVAR(inReviveState), nil, true];
_unit setVariable [QGVAR(reviveStartTime), nil];
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[_unit, true] call FUNC(setDead);
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};
if !(_unit getVariable [QGVAR(inReviveState), false]) exitwith {
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// revived without dieing, so in case we have lifes, remove one.
if (GVAR(amountOfReviveLives) > 0) then {
_lifesLeft = _unit getVariable[QGVAR(amountOfReviveLives), GVAR(amountOfReviveLives)];
_unit setVariable [QGVAR(amountOfReviveLives), _lifesLeft - 1, true];
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};
_unit setVariable [QGVAR(reviveStartTime), nil];
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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};
if (GVAR(level) >= 2) then {
if (_unit getVariable [QGVAR(heartRate), 60] > 0) then {
_unit setVariable [QGVAR(heartRate), 0];
};
};
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}, 1, [_unit] ] call CBA_fnc_addPerFrameHandler;
false;
};
_unit setVariable ["ACE_isDead", true, true];
if (isPLayer _unit) then {
_unit setVariable ["isDeadPlayer", true, true];
};
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["medical_onSetDead", [_unit]] call EFUNC(common,localEvent);
//Delay a frame before killing the unit via scripted damage
//to avoid triggering the "Killed" Event twice (and having the wrong killer)
if (!_delaySetDamage) then {
[_unit, 1] call FUNC(setStructuralDamage);
} else {
[FUNC(setStructuralDamage), [_unit, 1]] call EFUNC(common,execNextFrame);
};
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true;