#include "script_component.hpp" /* * Author: SilentSpike * 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) exitWith {}; //IGNORE_PRIVATE_WARNING ["_thisOrigin", "_thisTransition"]; // vars provided by CBA_statemachine TRACE_3("enteredStateDeath",_this,_thisOrigin,_thisTransition); private _causeOfDeath = format ["%1:%2", _thisOrigin, _thisTransition]; // could delay a frame here to fix the double killed EH, but we lose it being a "native" kill (scoreboard / rating) [_unit, _causeOfDeath] call EFUNC(medical_status,setDead);