ACE3/addons/medical_status/functions/fnc_setDead.sqf
GhostIsSpooky f7f497f0ac
Medical Status - Add isDamageAllowed check to setDead (#8803)
* add delay & logs

* add remote support

* isDamageAllowed check

* add internal comment to setDead event

* remove remote setDead EH

* remove unnecessary changes

* Add comments and move check below the event
2022-02-06 17:36:28 +01:00

42 lines
1.1 KiB
Plaintext

#include "script_component.hpp"
/*
* Author: commy2
* Kills a local unit.
*
* Arguments:
* 0: The unit <OBJECT>
* 1: Reason for death <STRING>
* 2: Killer <OBJECT>
*
* Return Value:
* None
*
* Public: No
*/
params ["_unit", ["_reason", "#setDead"], ["_instigator", objNull]];
TRACE_3("setDead",_unit,_reason,_instigator);
// No heart rate or blood pressure to measure when dead
_unit setVariable [VAR_HEART_RATE, 0, true];
_unit setVariable [VAR_BLOOD_PRESS, [0, 0], true];
_unit setVariable [QEGVAR(medical,causeOfDeath), _reason, true];
// Send a local event before death
[QEGVAR(medical,death), [_unit]] call CBA_fnc_localEvent;
// (#8803) Reenable damage if disabled to prevent having live units in dead state
// Keep this after death event for compatibility with third party hooks
if !(isDamageAllowed _unit) then {
WARNING_1("setDead executed on unit with damage blocked - %1",_this);
_unit allowDamage true;
};
// Kill the unit without changing visual apperance
private _prevDamage = _unit getHitPointDamage "HitHead";
_unit setHitPointDamage ["HitHead", 1, true, _instigator];
_unit setHitPointDamage ["HitHead", _prevDamage];