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a9296f66d5
* Redoing this
* Revert "Redoing this"
This reverts commit 80ff709676
.
* Do this properly
* Update fnc_handleKilled.sqf
* use setDead function directly
* Handle scripted camera
* redo #8387
I'm dumb.
* try this
* if construct outside of ctrlSetEventHandler
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* tweak disableUserInput / handleKilled
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
57 lines
2.0 KiB
Plaintext
57 lines
2.0 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: PabstMirror
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* Vanilla Killed EH, attempts to set correct source/killer for other killed event handlers (vanilla and XEH)
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Killer <OBJECT>
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* 2: Instigator <OBJECT>
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* 3: Use Effects <BOOL>
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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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* [cursorObject, player, player, true] call ace_medical_status_fnc_handleKilled
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*
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* Public: No
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*/
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params ["_unit", "_killer", "_instigator", "_useEffects"];
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TRACE_4("handleKilled",_unit,_killer,_instigator,_useEffects);
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// ensure event is only called once
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if (_unit isEqualTo (_unit getVariable [QGVAR(killed), objNull])) exitWith {
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_this set [0, objNull];
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_this set [1, objNull];
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_this set [2, objNull];
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};
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_unit setVariable [QGVAR(killed), _unit];
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private _causeOfDeath = _unit getVariable [QEGVAR(medical,causeOfDeath), "#scripted"];
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private _modifyKilledArray = missionNamespace getVariable [QEGVAR(medical,modifyKilledArray), true]; // getVar so this can be disabled
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// if undefined then it's a death not caused by ace's setDead (mission setDamage, disconnect, forced respawn while conscious)
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if (_causeOfDeath != "#scripted") then {
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_killer = _unit getVariable [QEGVAR(medical,lastDamageSource), _killer]; // vehicle
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_instigator = _unit getVariable [QEGVAR(medical,lastInstigator), _instigator]; // unit in the turret
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} else {
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// call setDead manually to prevent any issues
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[_unit, "#scripted"] call FUNC(setDead);
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};
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// All Killed EHs uses the same array, so we can modify it now to pass the correct killer/instigator
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if (_modifyKilledArray) then {
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_this set [1, _killer];
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_this set [2, _instigator];
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};
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TRACE_3("killer info",_killer,_instigator,_causeOfDeath);
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if (_unit == player) then {
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// Enable user input before respawn, in case mission is using respawnTemplates
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["unconscious", false] call EFUNC(common,setDisableUserInputStatus);
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};
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["ace_killed", [_unit, _causeOfDeath, _killer, _instigator]] call CBA_fnc_globalEvent;
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