#include "script_component.hpp" /* * Author: GhostIsSpooky * Handles a unit reaching the point of unconsciousness (calls for a status update). * * Arguments: * 0: The Unit * * Return Value: * None * * Example: * [player] call ace_medical_statemachine_fnc_enteredStateUnconscious * * Public: No */ params ["_unit"]; if (isNull _unit || {!isNil {_unit getVariable QEGVAR(medical,causeOfDeath)}}) exitWith { WARNING_1("enteredStateUnconscious: State transition on dead or null unit - %1",_unit); }; //IGNORE_PRIVATE_WARNING ["_thisOrigin", "_thisTransition"]; // vars provided by CBA_statemachine TRACE_4("enteredStateUnconscious",_this,_thisOrigin,_thisTransition,CBA_missionTime); [_unit, true] call EFUNC(medical_status,setUnconsciousState);