ACE3/addons/medical_engine/functions/fnc_setUnconsciousAnim.sqf

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#include "script_component.hpp"
/*
* Author: commy2
* Force local unit into ragdoll / unconsciousness animation.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Is unconscious (optional, default: true) <BOOLEAN>
*
* Return Value:
* None
*
* Example:
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* [player, true] call ace_medical_engine_fnc_setUnconsciousAnim
*
* Public: No
*/
params [["_unit", objNull, [objNull]], ["_isUnconscious", true, [false]]];
TRACE_2("setUnconsciousAnim",_unit,_isUnconscious);
if (!local _unit) exitWith {
ERROR_1("Unit %1 not local or null",_unit);
};
_unit setUnconscious _isUnconscious;
if (_isUnconscious) then {
// eject from static weapon
if (vehicle _unit isKindOf "StaticWeapon" && {!(vehicle _unit isKindOf "Pod_Heli_Transport_04_crewed_base_F")}) then {
TRACE_2("ejecting from static weapon",_unit,vehicle _unit);
[_unit] call EFUNC(common,unloadPerson);
};
// set animation inside vehicles
if (vehicle _unit != _unit) then {
private _unconAnim = _unit call EFUNC(common,getDeathAnim);
TRACE_2("inVehicle - playing death anim",_unit,_unconAnim);
[_unit, _unconAnim] call EFUNC(common,doAnimation);
};
} else {
// reset animation inside vehicles
if (vehicle _unit != _unit) then {
private _awakeAnim = _unit call EFUNC(common,getAwakeAnim);
TRACE_2("inVehicle - playing awake anim",_unit,_awakeAnim);
[_unit, _awakeAnim, 2] call EFUNC(common,doAnimation);
} else {
// and on foot
TRACE_1("onfoot - playing standard anim",_unit);
[_unit, "AmovPpneMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
if (currentWeapon _unit == secondaryWeapon _unit && {currentWeapon _unit != ""}) then {
[_unit, "AmovPknlMstpSrasWlnrDnon", 2] call EFUNC(common,doAnimation);
};
[{
params ["_unit"];
TRACE_3("after delay",_unit,animationState _unit,lifeState _unit);
if (!alive _unit) exitWith {};
// Fix unit being in locked animation with switchMove (If unit was unloaded from a vehicle, they may be in deadstate instead of unconscious)
private _animation = animationState _unit;
if ((_animation == "unconscious" || {_animation == "deadstate" || {_animation find QGVAR(uncon_anim) != -1}}) && {lifeState _unit != "INCAPACITATED"}) then {
[_unit, "AmovPpneMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
TRACE_1("forcing SwitchMove",animationState _unit);
};
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}, _unit, 0.5] call CBA_fnc_waitAndExecute;
};
};