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9209fedcf7
* 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>
31 lines
1000 B
Plaintext
31 lines
1000 B
Plaintext
#include "script_component.hpp"
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/*
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* Author: SilentSpike
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* Handles a unit reaching the point of death (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_enteredStateDeath
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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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if ((_unit getVariable [QEGVAR(medical,causeOfDeath), ""]) == "#scripted") exitWith {};
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WARNING_1("enteredStateDeath: 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("enteredStateDeath",_this,_thisOrigin,_thisTransition,CBA_missionTime);
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private _causeOfDeath = format ["%1:%2", _thisOrigin, _thisTransition];
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private _instigator = _unit getVariable [QEGVAR(medical,lastInstigator), objNull];
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[_unit, _causeOfDeath, _instigator] call EFUNC(medical_status,setDead);
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