This section drops all clothes (and attachments) from the dead player before deleting their body.
171 {
174 {
175 if (body.IsRestrained() && body.GetEntityInHands())
176 MiscGameplayFunctions.TransformRestrainItem(body.GetEntityInHands(), null, action_data.
m_Player, body);
177
178
179 if (body.IsWearingSplint())
180 {
181 EntityAI entity = action_data.
m_Player.SpawnEntityOnGroundOnCursorDir(
"Splint", 0.5);
183 EntityAI attachment = body.GetItemOnSlot(
"Splint_Right");
184 if (attachment && attachment.GetType() == "Splint_Applied")
185 {
186 if (newItem)
187 {
188 MiscGameplayFunctions.TransferItemProperties(attachment, newItem);
189
190 if (newItem.GetHealthLevel() < 4)
191 {
192 int newDmgLevel = newItem.GetHealthLevel() + 1;
193 float max = newItem.GetMaxHealth("", "");
194
195 switch (newDmgLevel)
196 {
199 break;
200
203 break;
204
207 break;
208
211 break;
212
213 default:
214 break;
215 }
216 }
217 }
218
219 attachment.Delete();
220 }
221 }
222
223 int deadBodyLifetime;
225 {
226 deadBodyLifetime =
GetCEApi().GetCEGlobalInt(
"CleanupLifetimeDeadPlayer");
227 if (deadBodyLifetime <= 0)
228 deadBodyLifetime = 3600;
229 }
230
232 }
233 }
void DropInventoryItems(PlayerBase body, float newLifetime)
proto native CEApi GetCEApi()
Get the CE API.
ref ActionTarget m_Target
Super root of all classes in Enforce script.
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const float DAMAGE_BADLY_DAMAGED_VALUE
const float DAMAGE_RUINED_VALUE
const float DAMAGE_DAMAGED_VALUE
const float DAMAGE_WORN_VALUE
const int STATE_BADLY_DAMAGED