Thanks for the improvements in event handlers that now include unit that actually triggered the shooting, but these changes are very limited and far from being enough. Currently only Killed and HandleDamage include new entity in the passed script array but it properly identifies it only in cases of direct hit, if it is an explosion damage, new passed entity is always null. Additionally it would be great to have these improvements on side of firing unit in form of passing new entity in HitPart and Fired event handlers.
In total:
- HandleDamage and Killed event handlers show new provided entity as null if damage was indirect
- Fired and HitPart should also provide actual firing unit in their event handler script arrays