ACE3/addons/medical/functions/fnc_setUnconscious.sqf

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/*
* Author: Glowbal
* Sets a unit in the unconscious state.
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*
* Arguments:
* 0: The unit that will be put in an unconscious state <OBJECT>
* 1: Set unconsciouns <BOOL> <OPTIONAL>
* 2: Minimum unconscious time <NUMBER> <OPTIONAL>
*
* ReturnValue:
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* nil
*
* Public: yes
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*/
#include "script_component.hpp"
#define DEFAULT_DELAY (round(random(10)+5))
private ["_unit", "_set", "_animState", "_originalPos", "_captiveSwitch", "_startingTime","_minWaitingTime"];
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_unit = _this select 0;
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_set = if (count _this > 1) then {_this select 1} else {true};
_minWaitingTime = if (count _this > 2) then {_this select 2} else {DEFAULT_DELAY};
if !(_set) exitwith {
_unit setvariable ["ACE_isUnconscious", false,true];
};
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if !(!(isNull _unit) && {(_unit isKindOf "CaManBase") && ([_unit] call EFUNC(common,isAwake))}) exitwith{};
if (!local _unit) exitwith {
[[_unit], QUOTE(DFUNC(setUnconscious)), _unit, false] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
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};
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_unit setvariable ["ACE_isUnconscious", true, true];
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_unit setUnconscious true;
if (_unit == ACE_player) then {
if (visibleMap) then {openMap false};
closeDialog 0;
};
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// If a unit has the launcher out, it will sometimes start selecting the primairy weapon while unconscious,
// therefor we force it to select the primairy weapon before going unconscious
if ((vehicle _unit) isKindOf "StaticWeapon") then {
moveOut _unit;
unassignVehicle _unit;
//_unit action ["eject", vehicle _unit];
};
if (animationState _unit in ["ladderriflestatic","laddercivilstatic"]) then {
_unit action ["ladderOff", (nearestBuilding _unit)];
};
if (vehicle _unit == _unit) then {
if (primaryWeapon _unit == "") then {
_unit addWeapon "ACE_fakeWeapon";
};
_unit selectWeapon (primaryWeapon _unit);
_unit switchMove "";
_unit playmoveNow "";
};
// We are storing the current animation, so we can use it later on when waking the unit up inside a vehicle
_animState = animationState _unit;
_originalPos = unitPos _unit;
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_unit setUnitPos "DOWN";
[_unit, true] call EFUNC(common,disableAI);
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// So the AI does not get stuck, we are moving the unit to a temp group on its own.
[_unit, true, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide);
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[_unit, QGVAR(unconscious), true] call EFUNC(common,setCaptivityStatus);
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[_unit, [_unit] call EFUNC(common,getDeathAnim), 1, true] call EFUNC(common,doAnimation);
_startingTime = time;
[{
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private ["_unit", "_vehicleOfUnit","_minWaitingTime", "_oldAnimation", "_captiveSwitch", "_hasMovedOut"];
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_args = _this select 0;
_unit = _args select 0;
_oldAnimation = _args select 1;
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_originalPos = _args select 2;
_startingTime = _args select 3;
_minWaitingTime = _args select 4;
_hasMovedOut = _args select 5;
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if (!alive _unit) exitwith {
[(_this select 1)] call cba_fnc_removePerFrameHandler;
};
// In case the unit is no longer in an unconscious state, we are going to check if we can already reset the animation
if !(_unit getvariable ["ACE_isUnconscious",false]) exitwith {
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// TODO, handle this with carry instead, so we can remove the PFH here.
// Wait until the unit isn't being carried anymore, so we won't end up with wierd animations
if !(([_unit] call FUNC(isBeingCarried)) || ([_unit] call FUNC(isBeingDragged))) then {
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if (vehicle _unit == _unit) then {
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if (animationState _unit == "AinjPpneMstpSnonWrflDnon") then {
[_unit,"AinjPpneMstpSnonWrflDnon_rolltofront", 2] call EFUNC(common,doAnimation);
[_unit,"amovppnemstpsnonwnondnon", 1] call EFUNC(common,doAnimation);
} else {
[_unit,"amovppnemstpsnonwnondnon", 2] call EFUNC(common,doAnimation);
};
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} else {
// Switch to the units original animation, assuming
// TODO: what if the unit switched vehicle?
[_unit, _oldAnimation, 2] call EFUNC(common,doAnimation);
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};
// EXIT PFH
[(_this select 1)] call cba_fnc_removePerFrameHandler;
};
if (!_hasMovedOut) then {
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// Reset the unit back to the previous captive state.
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[_unit, QGVAR(unconscious), false] call EFUNC(common,setCaptivityStatus);
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// Swhich the unit back to its original group
[_unit, false, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide);
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[_unit, false] call EFUNC(common,disableAI);
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_unit setUnitPos _originalPos; // This is not position but stance (DOWN, MIDDLE, UP)
_unit setUnconscious false;
["medical_onUnconscious", [_unit, false]] call EFUNC(common,globalEvent);
// ensure this statement runs only once
_args set [5, true];
};
};
// Ensure we are waiting at least a minimum period before checking if we can wake up the unit again, allows for temp knock outs
if ((time - _startingTime) >= _minWaitingTime) exitwith {
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if (!([_unit] call FUNC(getUnconsciousCondition))) then {
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_unit setvariable ["ACE_isUnconscious", false, true];
};
};
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}, 0.1, [_unit,_animState, _originalPos, _startingTime, _minWaitingTime, false] ] call CBA_fnc_addPerFrameHandler;
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["medical_onUnconscious", [_unit, true]] call EFUNC(common,globalEvent);