ACE3/addons/medical/functions/fnc_setCardiacArrest.sqf
Glowbal a609d00730 Implemented a setDead function. Allows for interception of all kills and using a revive script instead.
Added playInjuredSound for damaged units.
Fixed some mistakes with variable names.
2015-02-08 13:18:08 +01:00

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/*
* Author: Glowbal
* Triggers a unit into the Cardiac Arrest state from CMS. Will put the unit in an unconscious state and run a countdown timer until unit dies.
* Timer is a random value between 120 and 720 seconds.
*
* Arguments:
* 0: The unit that will be put in cardiac arrest state <OBJECT>
*
* ReturnValue:
* <NIL>
*
* Public: yes
*/
#include "script_component.hpp"
private ["_unit", "_modifier","_timer","_counter", "_heartRate"];
_unit = _this select 0;
if (_unit getvariable [QGVAR(inCardiacArrest),false]) exitwith {};
_unit setvariable [QGVAR(inCardiacArrest), true,true];
_unit setvariable [QGVAR(heartRate), 0];
["Medical_onEnteredCardiacArrest", [_unit]] call ace_common_fnc_localEvent;
[_unit] call FUNC(setUnconscious);
_counter = 120 + round(random(600));
_timer = 0;
[{
private ["_args","_unit","_timer","_counter","_heartRate"];
_args = _this select 0;
_unit = _args select 0;
_timer = _args select 1;
_counter = _args select 2;
_heartRate = _unit getvariable [QGVAR(heartRate), 0];
if (_heartRate > 0 || !alive _unit) exitwith {
_unit setvariable [QGVAR(inCardiacArrest), nil,true];
[(_this select 1)] call cba_fnc_removePerFrameHandler;
};
if (_counter - _timer < 1) exitwith {
[_unit] call FUNC(setDead);
[(_this select 1)] call cba_fnc_removePerFrameHandler;
_unit setvariable [QGVAR(inCardiacArrest), nil,true];
};
_args set[1, _timer + 1];
}, 1, [_unit, _timer, _counter] ] call CBA_fnc_addPerFrameHandler;