# Revive (functions)

- [BIS_fnc_disableRevive](../../functions/BIS_fnc_disableRevive.md): Disable revive on given unit.
- [BIS_fnc_reenableRevive](../../functions/BIS_fnc_reenableRevive.md): Enable revive on given unit. Revive system needs to be initialized and running.
- [BIS_fnc_reviveAllowed](../../functions/BIS_fnc_reviveAllowed.md): Returns true if unit is in general able to revive someone.
- [BIS_fnc_reviveBleedOut](../../functions/BIS_fnc_reviveBleedOut.md): Make a unit bleed out over time while incapacitated.
- [BIS_fnc_reviveDamageReset](../../functions/BIS_fnc_reviveDamageReset.md): Resets player's damage data and received damage.
- [BIS_fnc_reviveDebug](../../functions/BIS_fnc_reviveDebug.md): Debug script for revive system.
- [BIS_fnc_reviveEhDammaged](../../functions/BIS_fnc_reviveEhDammaged.md): unit: Object - Object the event handler is assigned to hitSelection: String - Name of the selection where the unit was damaged damage: Number - Resulting level of damage hitPartIndex: Number - hit index of the hit…
- [BIS_fnc_reviveEhHandleDamage](../../functions/BIS_fnc_reviveEhHandleDamage.md): Should be excuted by HandleDamage event handler. See example. Handles damage calculation.
- [BIS_fnc_reviveEhHandleHeal](../../functions/BIS_fnc_reviveEhHandleHeal.md): Handles healing of unit. Unit gets fully healed after 10 seconds if current damage is smaller than initial damage, e.g. a medic healed the unit.
- [BIS_fnc_reviveEhKilled](../../functions/BIS_fnc_reviveEhKilled.md): Should be called from Killed event handler. Handles what happens if unit dies if revive system is enabled.
- [BIS_fnc_reviveEhRespawn](../../functions/BIS_fnc_reviveEhRespawn.md): Sets unit's state to respawned. Should probably only be called on respawn event.
- [BIS_fnc_reviveEnabled](../../functions/BIS_fnc_reviveEnabled.md): Returns is revive is enabled or not for the unit.
- [BIS_fnc_reviveGet3dIcons](../../functions/BIS_fnc_reviveGet3dIcons.md): Returns structured text that can be displayed in 'Hold Action' tech as animated unconscious state icon.
- [BIS_fnc_reviveGetActionIcon](../../functions/BIS_fnc_reviveGetActionIcon.md): Returns structured text that can be displayed in 'Hold Action' tech as animated unconscious state icon.
- [BIS_fnc_reviveIconControl](../../functions/BIS_fnc_reviveIconControl.md): Manage the adding, removing, and effects applied to 3D icons used for visualizing incapacitated units.
- [BIS_fnc_reviveInit](../../functions/BIS_fnc_reviveInit.md): Initialize the Revive system on all machines.
- [BIS_fnc_reviveIsValid](../../functions/BIS_fnc_reviveIsValid.md): Check if player can perform revive action on given unit.
- [BIS_fnc_reviveIsValidSecure](../../functions/BIS_fnc_reviveIsValidSecure.md): Check if player can perform secure action on given unit.
- [BIS_fnc_reviveOnBeingRevived](../../functions/BIS_fnc_reviveOnBeingRevived.md): Used to execute specific code locally on every client whenever "being revived" flag changes.
- [BIS_fnc_reviveOnForcingRespawn](../../functions/BIS_fnc_reviveOnForcingRespawn.md): Used to execute specific code localy on every client whenever 'forcing respawn' flag changes.
- [BIS_fnc_reviveOnState](../../functions/BIS_fnc_reviveOnState.md): Used to execute specific code localy on every client whenever unit's state changes.
- [BIS_fnc_reviveOnStateJIP](../../functions/BIS_fnc_reviveOnStateJIP.md): Used to execute state specific code localy on client that is JIPping.
- [BIS_fnc_reviveSecureUnit](../../functions/BIS_fnc_reviveSecureUnit.md): Make player secured (killed without execution penalties) by _source unit.
