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66 lines
1.9 KiB
Plaintext
66 lines
1.9 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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* 1: Force Dead (ignore revive setting) <BOOL>
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* 1: Delay setDamage for a frame <BOOL>
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*
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* ReturnValue:
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* Did he died? <BOOL>
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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 ["_reviveVal", "_lifesLeft"];
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params ["_unit", ["_force", false], ["_delaySetDamage", false]];
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if ((!alive _unit) || {_unit getVariable ["ACE_isDead", false]}) exitWith {true};
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if (!local _unit) exitwith {
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[QGVAR(setDead), [_unit, _force], _unit] call CBA_fnc_targetEvent;
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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), CBA_missionTime];
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[_unit, true] call FUNC(setUnconscious);
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// Run the loop that tracks the revive state
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[_unit ] call FUNC(reviveStateLoop);
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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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["ace_killed", [_unit]] call CBA_fnc_localEvent;
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//Delay a frame before killing the unit via scripted damage
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//to avoid triggering the "Killed" Event twice (and having the wrong killer)
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if (!_delaySetDamage) then {
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[_unit, 1] call FUNC(setStructuralDamage);
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} else {
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[FUNC(setStructuralDamage), [_unit, 1]] call CBA_fnc_execNextFrame;
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};
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true;
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