mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Implemented a setDead function. Allows for interception of all kills and using a revive script instead.
Added playInjuredSound for damaged units. Fixed some mistakes with variable names.
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@ -43,14 +43,14 @@ GVAR(effectUnconsciousUnit) = objNull;
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GVAR(playingHeartBeatSound) = true;
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GVAR(playingHeartBeatSound) = true;
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_sleep = 60 / _heartRate;
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_sleep = 60 / _heartRate;
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if (_heartRate < 60) then {
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if (_heartRate < 60) then {
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_sound = _hbSoundsSlow select (random((count _hbSoundsSlow) -1));
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_sound = GVAR(heartBeatSounds_Slow) select (random((count GVAR(heartBeatSounds_Slow)) -1));
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playSound _sound;
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playSound _sound;
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[{
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[{
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GVAR(playingHeartBeatSound) = false;
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GVAR(playingHeartBeatSound) = false;
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}, [], _sleep, _sleep] call EFUNC(common,waitAndExecute);
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}, [], _sleep, _sleep] call EFUNC(common,waitAndExecute);
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} else {
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} else {
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if (_heartRate > 120) then {
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if (_heartRate > 120) then {
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_sound = _hbSoundsFast select (random((count _hbSoundsFast) -1));
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_sound = GVAR(heartBeatSounds_Fast) select (random((count GVAR(heartBeatSounds_Fast)) -1));
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playSound _sound;
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playSound _sound;
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[{
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[{
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GVAR(playingHeartBeatSound) = false;
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GVAR(playingHeartBeatSound) = false;
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@ -23,6 +23,8 @@ PREP(addToInjuredCollection);
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PREP(setUnconscious);
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PREP(setUnconscious);
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PREP(getUnconsciousCondition);
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PREP(getUnconsciousCondition);
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PREP(addUnconsciousCondition);
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PREP(addUnconsciousCondition);
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PREP(setDead);
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PREP(playInjuredSound);
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GVAR(injuredUnitCollection) = [];
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GVAR(injuredUnitCollection) = [];
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@ -38,7 +38,7 @@ if ([_unit] call FUNC(hasMedicalEnabled)) then {
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if (random(1) > 0.6) then {
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if (random(1) > 0.6) then {
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[_unit] call FUNC(setUnconscious);
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[_unit] call FUNC(setUnconscious);
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};
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};
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//[_unit] call FUNC(playInjuredSound);
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[_unit] call FUNC(playInjuredSound);
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};
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};
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};
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};
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}, 1, [_unit]] call CBA_fnc_addPerFrameHandler;
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}, 1, [_unit]] call CBA_fnc_addPerFrameHandler;
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@ -43,7 +43,7 @@ if ((_unit call FUNC(getBloodLoss)) > 0) then {
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};
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};
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};
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};
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_painStatus = _unit getvariable [QGVAR(amountOfPain), 0];
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_painStatus = _unit getvariable [QGVAR(pain), 0];
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if (_painStatus > 0) then {
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if (_painStatus > 0) then {
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if !(_unit getvariable [QGVAR(hasPain), false]) then {
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if !(_unit getvariable [QGVAR(hasPain), false]) then {
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_unit setvariable [QGVAR(hasPain), true, true];
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_unit setvariable [QGVAR(hasPain), true, true];
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@ -56,7 +56,7 @@ if (_painStatus > 0) then {
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if (_bloodVolume < 30) exitwith {
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if (_bloodVolume < 30) exitwith {
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// [_unit] call FUNC(setDead);
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[_unit] call FUNC(setDead);
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};
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};
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if ([_unit] call EFUNC(common,isAwake)) then {
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if ([_unit] call EFUNC(common,isAwake)) then {
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97
addons/medical/functions/fnc_playInjuredSound.sqf
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97
addons/medical/functions/fnc_playInjuredSound.sqf
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@ -0,0 +1,97 @@
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/*
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* Author: Glowbal
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* Play the injured sound for a unit if the unit is damaged. The sound broadcasted across MP.
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* Will not play if the unit has already played a sound within to close a time frame.
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* Delay: With minimal damage (below 1), the delay is (10 + random(50)) seconds. Otherwise it is 60 seconds / damage.
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*
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* Arguments:
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* 0: The Unit <OBJECT>
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*
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* ReturnValue:
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* <NIL>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_unit","_amountOfDamage","_bodyPartStatus","_availableSounds_A","_availableSounds_B","_availableSounds_C","_sound"];
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_unit = _this select 0;
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if (!local _unit) exitwith{};
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// Lock if the unit is already playing a sound.
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if ((_unit getvariable [QGVAR(playingInjuredSound),false])) exitwith {};
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_unit setvariable [QGVAR(playingInjuredSound),true];
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// Classnames of the available sounds.
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_availableSounds_A = [
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"WoundedGuyA_01",
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"WoundedGuyA_02",
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"WoundedGuyA_03",
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"WoundedGuyA_04",
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"WoundedGuyA_05",
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"WoundedGuyA_06",
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"WoundedGuyA_07",
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"WoundedGuyA_08"
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];
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_availableSounds_B = [
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"WoundedGuyB_01",
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"WoundedGuyB_02",
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"WoundedGuyB_03",
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"WoundedGuyB_04",
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"WoundedGuyB_05",
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"WoundedGuyB_06",
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"WoundedGuyB_07",
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"WoundedGuyB_08"
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];
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_availableSounds_C = [
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"WoundedGuyC_01",
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"WoundedGuyC_02",
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"WoundedGuyC_03",
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"WoundedGuyC_04",
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"WoundedGuyC_05"
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];
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// TODO Base this off hitpoint damage
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// Find the amount of damage for this unit, based upon body part status.
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//_bodyPartStatus = [_unit,QGVAR(bodyPartStatus)] call EFUNC(common,getDefinedVariable);
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_amountOfDamage = 0;
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/*{
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_amountOfDamage = _amountOfDamage + _x;
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}foreach _bodyPartStatus;*/
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// Play the sound if there is any damage present.
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if (_amountOfDamage > 0) exitwith {
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_sound = "";
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// Select the to be played sound based upon damage amount.
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if (_amountOfDamage > 1) then {
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if (random(1) > 0.5) then {
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_sound = _availableSounds_A select (round(random((count _availableSounds_A) - 1)));
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} else {
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_sound = _availableSounds_B select (round(random((count _availableSounds_B) - 1)));
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};
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} else {
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_sound = _availableSounds_B select (round(random((count _availableSounds_B) - 1)));
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};
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// Play the sound
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playSound3D [((getArray(configFile >> "CfgSounds" >> _sound >> "sound") select 0)), _unit, false, getPos _unit, 2, 1, 15]; // +2db, 15 meters.
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// Figure out what the delay will be before it is possible to play a sound again.
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private "_delay";
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_delay = 1;
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if (_amountOfDamage < 1) then {
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_delay = 10 + random(50);
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} else {
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_delay = (60 / _amountOfDamage);
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};
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// Clean up the lock
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[{
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(_this select 0) setvariable [QGVAR(playingInjuredSound),nil];
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}, [_unit], _delay, _delay] call EFUNC(common,waitAndExecute);
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};
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// Clean up in case there has not been played any sounds.
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_unit setvariable [QGVAR(playingInjuredSound),nil];
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@ -40,8 +40,7 @@ _timer = 0;
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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};
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};
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if (_counter - _timer < 1) exitwith {
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if (_counter - _timer < 1) exitwith {
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[_unit] call FUNC(setDead);
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//[_unit] call FUNC(setDead);
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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_unit setvariable [QGVAR(inCardiacArrest), nil,true];
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_unit setvariable [QGVAR(inCardiacArrest), nil,true];
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};
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};
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36
addons/medical/functions/fnc_setDead.sqf
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36
addons/medical/functions/fnc_setDead.sqf
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@ -0,0 +1,36 @@
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/*
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* Author: Glowbal
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* Either kills a unit or puts the unit in a revivable state, depending on the settings.
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*
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* Arguments:
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* 0: The unit that will be killed <OBJECT>
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*
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* ReturnValue:
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* <NIL>
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*
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* Public: yes
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*/
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#include "script_component.hpp"
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private ["_unit"];
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_unit = _this select 0;
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_force = false;
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if (count _this >= 2) then {
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_force = _this select 1;
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};
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if (!alive _unit) exitwith{};
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if (!local _unit) exitwith {
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[[_unit, _force], QUOTE(FUNC(setDead)), _unit, false] call EFUNC(common,execRemoteFnc);
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};
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if (missionName getVariable [QGVAR(enableRevive), false]) exitwith {
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// TODO Implement the revive state
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};
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_unit setvariable ["ACE_isDead", true, true];
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if (isPLayer _unit) then {
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_unit setvariable ["isDeadPlayer", true, true];
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};
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_unit setdamage 1;
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@ -1,11 +1,14 @@
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/**
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/*
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* fn_setUnconsciousState.sqf
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* Author: Glowbal
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* @Descr: Sets a unit in the unconscious state
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* Sets a unit in the unconscious state.
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* @Author: Glowbal
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*
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*
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* @Arguments: [unit OBJECT]
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* Arguments:
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* @Return: void
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* 0: The unit that will be put in an unconscious state <OBJECT>
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* @PublicAPI: true
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*
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* ReturnValue:
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* <NIL>
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*
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* Public: yes
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*/
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*/
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#include "script_component.hpp"
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#include "script_component.hpp"
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