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* fix #8772 * add WARNING for dead/null units * fix macro * improve warnings * handle scripted death without warnings Co-authored-by: PabstMirror <pabstmirror@gmail.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
27 lines
772 B
Plaintext
27 lines
772 B
Plaintext
#include "script_component.hpp"
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/*
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* Author: GhostIsSpooky
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* Handles a unit reaching the point of unconsciousness (calls for a status update).
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*
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* Arguments:
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* 0: The Unit <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player] call ace_medical_statemachine_fnc_enteredStateUnconscious
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*
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* Public: No
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*/
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params ["_unit"];
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if (isNull _unit || {!isNil {_unit getVariable QEGVAR(medical,causeOfDeath)}}) exitWith {
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WARNING_1("enteredStateUnconscious: State transition on dead or null unit - %1",_unit);
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};
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//IGNORE_PRIVATE_WARNING ["_thisOrigin", "_thisTransition"]; // vars provided by CBA_statemachine
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TRACE_4("enteredStateUnconscious",_this,_thisOrigin,_thisTransition,CBA_missionTime);
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[_unit, true] call EFUNC(medical_status,setUnconsciousState);
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