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51 lines
1.5 KiB
Plaintext
51 lines
1.5 KiB
Plaintext
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// by commy2
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private ["_unit", "_state"];
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_unit = _this select 0;
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_state = _this select 1;
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if (!local _unit) exitWith {[_this, _fnc_scriptName, _unit] call AGM_Core_fnc_execRemoteFnc};
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if (_state) then {
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if (_unit getVariable ["AGM_isSurrender", false]) exitWith {};
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_unit setVariable ["AGM_isSurrender", true, true];
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[_unit, "AGM_Surrendered", true] call AGM_Core_fnc_setCaptivityStatus;
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_unit spawn {
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// fix for lowered rifle animation glitch
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if (currentWeapon _this != "" && {currentWeapon _this == primaryWeapon _this} && {weaponLowered _this} && {stance _this == "STAND"}) then {
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_this playMove "amovpercmstpsraswrfldnon";
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};
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while {_this getVariable ["AGM_isSurrender", false]} do {
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sleep 0.001; //sleep in UI
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if (isPlayer _this) then {showHUD false};
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if (!alive _this || {_this getVariable ["AGM_isUnconscious", false]}) then {
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_this setVariable ["AGM_isSurrender", false, true];
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} else {
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_this playMove "amovpercmstpsnonwnondnon_amovpercmstpssurwnondnon";
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};
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};
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if !(_this getVariable ["AGM_isUnconscious", false]) then {
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_this playMoveNow "AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon";
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} else {
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_this playMoveNow "unconscious";
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};
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[_this, "AGM_Surrendered", false] call AGM_Core_fnc_setCaptivityStatus;
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if (isPlayer _this) then {showHUD true};
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};
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} else {
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_unit setVariable ["AGM_isSurrender", false, true];
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};
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/*
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player playMove "AmovPercMstpSsurWnonDnon"
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player switchMove "AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon"
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*/
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