ACE3/addons/medical_statemachine/functions/fnc_handleStateUnconscious.sqf

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#include "script_component.hpp"
/*
* Author: BaerMitUmlaut
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* Handles the unconscious state
*
* Arguments:
* 0: The Unit <OBJECT>
*
* Return Value:
* None
*
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* Example:
* [player] call ace_medical_statemachine_fnc_handleStateUnconscious
*
* Public: No
*/
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params ["_unit"];
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// If the unit died the loop is finished
if (!alive _unit || {!local _unit}) exitWith {};
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[_unit] call EFUNC(medical_vitals,handleUnitVitals);
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private _painLevel = GET_PAIN_PERCEIVED(_unit);
if (_painLevel > 0) then {
[QEGVAR(medical,moan), [_unit, _painLevel]] call CBA_fnc_localEvent;
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};
// Handle spontaneous wake up from unconsciousness
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if (EGVAR(medical,spontaneousWakeUpChance) > 0) then {
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if (_unit call EFUNC(medical_status,hasStableVitals)) then {
private _lastWakeUpCheck = _unit getVariable QEGVAR(medical,lastWakeUpCheck);
// Handle setting being changed mid-mission and still properly check
// already unconscious units, should handle locality changes as well
if (isNil "_lastWakeUpCheck") exitWith {
_unit setVariable [QEGVAR(medical,lastWakeUpCheck), CBA_missionTime];
};
if (CBA_missionTime - _lastWakeUpCheck > SPONTANEOUS_WAKE_UP_INTERVAL) then {
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TRACE_2("Checking for wake up",_unit,EGVAR(medical,spontaneousWakeUpChance));
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_unit setVariable [QEGVAR(medical,lastWakeUpCheck), CBA_missionTime];
if (random 1 <= EGVAR(medical,spontaneousWakeUpChance)) then {
TRACE_1("Spontaneous wake up!",_unit);
[QEGVAR(medical,WakeUp), _unit] call CBA_fnc_localEvent;
};
};
} else {
// Unstable vitals, procrastinate the next wakeup check
private _lastWakeUpCheck = _unit getVariable [QEGVAR(medical,lastWakeUpCheck), 0];
_unit setVariable [QEGVAR(medical,lastWakeUpCheck), _lastWakeUpCheck max CBA_missionTime];
};
};