ACE3/addons/medical/functions/fnc_setDead.sqf
PabstMirror 988a5c76bb Medical - 1.54 Changes
1.54 Armor
Translate selectiosn to hitpoints
Calc newDamage using hitIndex (because sel is translated)
Fix isFalling never being reset

Cache hitpointIndex to reset damage

Normalize Limb Armor to 1.54

Cleanup

Cleanup
2015-11-25 11:49:20 -06:00

93 lines
3.2 KiB
Plaintext

/*
* 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>
* 1: Force Dead (ignore revive setting) <BOOL>
* 1: Delay setDamage for a frame <BOOL>
*
* ReturnValue:
* Did he died? <BOOL>
*
* Public: yes
*/
#include "script_component.hpp"
private ["_reviveVal", "_lifesLeft"];
params ["_unit", ["_force", false], ["_delaySetDamage", false]];
if ((!alive _unit) || {_unit getVariable ["ACE_isDead", false]}) 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);
//Delay a frame before killing the unit via scripted damage
//to avoid triggering the "Killed" Event twice (and having the wrong killer)
if (!_delaySetDamage) then {
[_unit, 1] call FUNC(setStructuralDamage);
} else {
[FUNC(setStructuralDamage), [_unit, 1]] call EFUNC(common,execNextFrame);
};
true;