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78 lines
2.4 KiB
Plaintext
78 lines
2.4 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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*
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* ReturnValue:
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* <NIL>
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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 ["_unit", "_force"];
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_unit = _this select 0;
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_force = false;
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if (count _this >= 2) then {
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_force = _this select 1;
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};
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if (!alive _unit) exitwith{true};
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if (!local _unit) exitwith {
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[[_unit, _force], QUOTE(DFUNC(setDead)), _unit, false] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
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false;
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};
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if ((_unit getVariable [QGVAR(preventInstaDeath), GVAR(preventInstaDeath)]) && !_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), time];
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[_unit, true] call FUNC(setUnconscious);
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[{
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private ["_args","_unit","_startTime"];
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_args = _this select 0;
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_unit = _args select 0;
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_startTime = _unit getvariable [QGVAR(reviveStartTime), 0];
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if (time - _startTime > GVAR(maxReviveTime)) exitwith {
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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_unit setvariable [QGVAR(inReviveState), nil, true];
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_unit setvariable [QGVAR(reviveStartTime), nil];
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[_unit, true] call FUNC(setDead);
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};
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if !(_unit getvariable [QGVAR(inReviveState), false]) exitwith {
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// revived without dieing, so in case we have lifes, remove one.
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if (GVAR(amountOfReviveLives) > 0) then {
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_lifesLeft = _unit getvariable[QGVAR(amountOfReviveLives), GVAR(amountOfReviveLives)];
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_unit setvariable [QGVAR(amountOfReviveLives), _lifesLeft - 1, true];
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};
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_unit setvariable [QGVAR(reviveStartTime), nil];
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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};
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}, 1, [_unit] ] call CBA_fnc_addPerFrameHandler;
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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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_unit setdamage 1;
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true;
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