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