Commit 971ac83
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fix: use HandleDamage for explosive kill weapon attribution (#68)
* fix: use HandleDamage for explosive kill weapon attribution
lastFired is a per-killer variable that gets overwritten by any
subsequent fire event. This makes it unreliable for explosive kills
where there is a temporal gap between detonation and the kill handler
reading the value (e.g. player fires weapon after placing mine but
before mine detonates and kills).
Instead, add a HandleDamage EH to tracked units that stores the ammo
classname on the victim. At kill time, check if the damage ammo
indicates an explosive (indirectHitRange > 1) and derive the display
name from CfgAmmo config. Fall back to lastFired for bullet kills
where it works correctly.
- Add HandleDamage EH via CBA Class EH with Local EH lifecycle
- Read lastDamageAmmo from victim in kill handler
- Check for explosive ammo before existing lastFired logic
- Remove redundant lastFired override from ACE Explode EH
* add debug logging for kill weapon attribution
KILL_DEBUG: logs victim, instigator, lastDamageAmmo, lastFired, and
resolved eventText for every kill when debug mode is enabled.
WEAPON_EXPLOSIVE: logs when HandleDamage ammo is used for explosive
kill attribution instead of lastFired.
* make kill attribution debug logs unconditional for dev testing
* switch debug logs to diag_log for RPT output
* remove dev debug logging for kill attribution1 parent 3854cde commit 971ac83
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