ACE3/addons/medical/functions/fnc_setDead.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* 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> (default: false)
* 1: Delay setDamage for a frame <BOOL> (default: false)
*
* Return Value:
* Did he died? <BOOL>
*
* Example:
* [bob, false, false] call ace_medical_fnc_setDead
*
* Public: yes
*/
params ["_unit", ["_force", false], ["_delaySetDamage", false]];
if ((!alive _unit) || {_unit getVariable ["ACE_isDead", false]}) exitWith {true};
if (!local _unit) exitwith {
[QGVAR(setDead), [_unit, _force], _unit] call CBA_fnc_targetEvent;
false;
};
private _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 {
private _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), CBA_missionTime];
[_unit, true] call FUNC(setUnconscious);
// Run the loop that tracks the revive state
[_unit ] call FUNC(reviveStateLoop);
false;
};
_unit setVariable ["ACE_isDead", true, true];
if (isPLayer _unit) then {
_unit setVariable ["isDeadPlayer", true, true];
};
["ace_killed", [_unit]] call CBA_fnc_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 CBA_fnc_execNextFrame;
};
true;