ACE3/addons/medical_status/functions/fnc_handleKilled.sqf
johnb432 682ae05f59
Medical Status - Remove status effects upon death/featureCamera (#9301)
* Update fnc_handleKilled.sqf

* move to function

* Removed skipSetHidden

* Revert "Removed skipSetHidden"

This reverts commit 452c5216a7.

* Update addons/medical_status/XEH_postInit.sqf

* add comment, force git to run actions

---------

Co-authored-by: LinkIsGrim <salluci.lovi@gmail.com>
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
2023-08-18 13:16:20 -04:00

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#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 <OBJECT>
* 1: Killer <OBJECT>
* 2: Instigator <OBJECT>
* 3: Use Effects <BOOL>
*
* 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;