ACE3/addons/medical/functions/fnc_setDead.sqf

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/*
* Author: Glowbal
* Either kills a unit or puts the unit in a revivable state, depending on the settings.
*
* Arguments:
* 0: The unit that will be killed <OBJECT>
*
* ReturnValue:
* None
*
* Public: yes
*/
#include "script_component.hpp"
private ["_unit", "_force", "_reviveVal", "_lifesLeft"];
params ["_unit", ["_force", false]];
if (!alive _unit) exitwith{true};
if (!local _unit) exitwith {
[[_unit, _force], QUOTE(DFUNC(setDead)), _unit, false] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
false;
};
_reviveVal = _unit getVariable [QGVAR(enableRevive), GVAR(enableRevive)];
if (((_reviveVal == 1 && {[_unit] call EFUNC(common,isPlayer)} || _reviveVal == 2)) && !_force) exitwith {
if (_unit getvariable [QGVAR(inReviveState), false]) exitwith {
if (GVAR(amountOfReviveLives) > 0) then {
_lifesLeft = _unit getvariable[QGVAR(amountOfReviveLives), GVAR(amountOfReviveLives)];
if (_lifesLeft == 0) then {
[_unit, true] call FUNC(setDead);
};
};
false;
};
_unit setvariable [QGVAR(inReviveState), true, true];
_unit setvariable [QGVAR(reviveStartTime), ACE_time];
[_unit, true] call FUNC(setUnconscious);
[{
private "_startTime";
params ["_args", "_idPFH"];
_args params ["_unit"];
_startTime = _unit getvariable [QGVAR(reviveStartTime), 0];
if (GVAR(maxReviveTime) > 0 && {ACE_time - _startTime > GVAR(maxReviveTime)}) exitwith {
[_idPFH] call CBA_fnc_removePerFrameHandler;
_unit setvariable [QGVAR(inReviveState), nil, true];
_unit setvariable [QGVAR(reviveStartTime), nil];
[_unit, true] call FUNC(setDead);
};
if !(_unit getvariable [QGVAR(inReviveState), false]) exitwith {
// revived without dieing, so in case we have lifes, remove one.
if (GVAR(amountOfReviveLives) > 0) then {
_lifesLeft = _unit getvariable[QGVAR(amountOfReviveLives), GVAR(amountOfReviveLives)];
_unit setvariable [QGVAR(amountOfReviveLives), _lifesLeft - 1, true];
};
_unit setvariable [QGVAR(reviveStartTime), nil];
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
if (GVAR(level) >= 2) then {
if (_unit getvariable [QGVAR(heartRate), 60] > 0) then {
_unit setvariable [QGVAR(heartRate), 0];
};
};
}, 1, [_unit] ] call CBA_fnc_addPerFrameHandler;
false;
};
_unit setvariable ["ACE_isDead", true, true];
if (isPLayer _unit) then {
_unit setvariable ["isDeadPlayer", true, true];
};
["medical_onSetDead", [_unit]] call EFUNC(common,localEvent);
[_unit, 1] call FUNC(setStructuralDamage);
true;