/*
 * Author: Glowbal
 * Called by repair action / progress bar. Raise events to set the new hitpoint damage.
 *
 * Arguments:
 * 0: Unit that does the repairing <OBJECT>
 * 1: Vehicle to repair <OBJECT>
 * 2: Selected hitpoint <STRING>
 *
 * Return Value:
 * None
 *
 * Example:
 * [unit, vehicle, "hitpoint"] call ace_repair_fnc_doFullRepair
 *
 * Public: No
 */
#include "script_component.hpp"

params ["_unit", "_vehicle", "_hitPoint"];
TRACE_3("params",_unit,_vehicle,_hitPoint);

_vehicle setDamage 0;