#include "..\script_component.hpp" /* * Author: kymckay * Handles a unit reaching the point of death (calls for a status update). * * Arguments: * 0: The Unit * * Return Value: * None * * Example: * [player] call ace_medical_statemachine_fnc_enteredStateDeath * * Public: No */ params ["_unit"]; if (isNull _unit || {!isNil {_unit getVariable QEGVAR(medical,causeOfDeath)}}) exitWith { if ((_unit getVariable [QEGVAR(medical,causeOfDeath), ""]) == "#scripted") exitWith {}; WARNING_1("enteredStateDeath: State transition on dead or null unit - %1",_unit); }; //IGNORE_PRIVATE_WARNING ["_thisOrigin", "_thisTransition"]; // vars provided by CBA_statemachine TRACE_4("enteredStateDeath",_this,_thisOrigin,_thisTransition,CBA_missionTime); private _causeOfDeath = format ["%1:%2", _thisOrigin, _thisTransition]; private _source = _unit getVariable [QEGVAR(medical,lastDamageSource), objNull]; private _instigator = _unit getVariable [QEGVAR(medical,lastInstigator), objNull]; [_unit, _causeOfDeath, _source, _instigator] call EFUNC(medical_status,setDead);