ACE3/addons/medical/functions/fnc_reviveStateLoop.sqf

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#include "script_component.hpp"
/*
* Author: Glowbal, esteldunedain
* Loop that handles a unit in the revive state.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [bob] call ACE_medical_fnc_reviveStateLoop
*
* Public: No
*/
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params ["_unit"];
// If locality changed finish the local loop
// @todo: reinitiate the loop elsewhere
if (!local _unit) exitWith {};
private _startTime = _unit getVariable [QGVAR(reviveStartTime), 0];
// If we are in revive state in a blown up vehicle, try to unload so that people can access the body
if ((alive _unit) && {(vehicle _unit) != _unit} && {!alive (vehicle _unit)}) then {
TRACE_2("Unloading", _unit, vehicle _unit);
[_unit] call EFUNC(common,unloadPerson);
};
// If the timer run out, let the unit die and exit the loop
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if (GVAR(maxReviveTime) > 0 && {CBA_missionTime - _startTime > GVAR(maxReviveTime)}) exitwith {
_unit setVariable [QGVAR(inReviveState), nil, true];
_unit setVariable [QGVAR(reviveStartTime), nil];
[_unit, true] call FUNC(setDead);
};
// If the unit was taken out from revive state, exit the loop
if !(_unit getVariable [QGVAR(inReviveState), false]) exitwith {
// Revived without dieing, so in case we have lifes, remove one.
if (GVAR(amountOfReviveLives) > 0) then {
_lifesLeft = _unit getVariable[QGVAR(amountOfReviveLives), GVAR(amountOfReviveLives)];
_unit setVariable [QGVAR(amountOfReviveLives), _lifesLeft - 1, true];
};
_unit setVariable [QGVAR(reviveStartTime), nil];
};
// Remove heartbeat
if (GVAR(level) >= 2) then {
if (_unit getVariable [QGVAR(heartRate), 60] > 0) then {
_unit setVariable [QGVAR(heartRate), 0];
};
};
// Schedule the loop to be executed again 1 sec later
[DFUNC(reviveStateLoop), [_unit], 1] call CBA_fnc_waitAndExecute;