ACE3/addons/medical_status/functions/fnc_handleKilled.sqf
GhostIsSpooky a9296f66d5
Medical - Update setDead to use setHitpointDamage instigator param (#8397)
* 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>
2021-11-15 09:31:56 -06:00

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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);
};
["ace_killed", [_unit, _causeOfDeath, _killer, _instigator]] call CBA_fnc_globalEvent;