#include "..\script_component.hpp" /* * Author: PabstMirror * Vanilla Killed EH, attempts to set correct source/killer for other killed event handlers (vanilla and XEH) * * Arguments: * 0: Unit * 1: Killer * 2: Instigator * 3: Use Effects * * Return Value: * None * * Example: * [cursorObject, player, player, true] call ace_medical_status_fnc_handleKilled * * Public: No */ params ["_unit", "_killer", "_instigator", "_useEffects"]; TRACE_4("handleKilled",_unit,_killer,_instigator,_useEffects); // ensure event is only called once if (_unit isEqualTo (_unit getVariable [QGVAR(killed), objNull])) exitWith { _this set [0, objNull]; _this set [1, objNull]; _this set [2, objNull]; }; _unit setVariable [QGVAR(killed), _unit]; private _causeOfDeath = _unit getVariable [QEGVAR(medical,causeOfDeath), "#scripted"]; private _modifyKilledArray = missionNamespace getVariable [QEGVAR(medical,modifyKilledArray), true]; // getVar so this can be disabled // if undefined then it's a death not caused by ace's setDead (mission setDamage, disconnect, forced respawn while conscious) if (_causeOfDeath != "#scripted") then { _killer = _unit getVariable [QEGVAR(medical,lastDamageSource), _killer]; // vehicle _instigator = _unit getVariable [QEGVAR(medical,lastInstigator), _instigator]; // unit in the turret } else { // call setDead manually to prevent any issues [_unit, "#scripted"] call FUNC(setDead); }; // All Killed EHs uses the same array, so we can modify it now to pass the correct killer/instigator if (_modifyKilledArray) then { _this set [1, _killer]; _this set [2, _instigator]; }; TRACE_3("killer info",_killer,_instigator,_causeOfDeath); if (_unit == player) then { // Enable user input before respawn, in case mission is using respawnTemplates ["unconscious", false] call EFUNC(common,setDisableUserInputStatus); }; // Remove status effects before respawn, in case mission is using spectator [_unit, false] call FUNC(setStatusEffects); ["ace_killed", [_unit, _causeOfDeath, _killer, _instigator]] call CBA_fnc_globalEvent;