ACE3/TO_MERGE/agm/Medical/functions/fn_knockOut.sqf

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/*
* By: KoffeinFlummi
*
* Knocks the given player out.
*
* Arguments:
* 0: Unit to be knocked out
* 1: Duration of knockout (optional)
* (if not set or set to -1, value depending on damage is chosen)
*
* Return Values:
* None
*/
private ["_unit", "_duration", "_deadman", "_newGroup", "_wakeUpTimer", "_unconsciousnessTimer"];
_unit = _this select 0;
_duration = -1;
if (count _this > 1) then {
_duration = _this select 1;
};
//if (_unit getVariable ["AGM_isCaptive", False]) exitWith {_unit setDamage 1};
if (_unit getVariable ["AGM_isUnconscious", False]) exitWith {};
// If an AI unit shoots a player, hand it off to him to calculate things.
// Puts less strain on the server.
if (!(local _unit) and ([_unit] call AGM_Core_fnc_isPlayer)) exitWith {
[_this, "AGM_Medical_fnc_knockOut", _unit] call AGM_Core_fnc_execRemoteFnc;
};
if (!([_unit] call AGM_Core_fnc_isPlayer) && {vehicle _unit != _unit}) exitWith {};
_unit setVariable ["AGM_Unconscious", True, True]; // deprecated since 0.95
_unit setVariable ["AGM_isUnconscious", True, True];
_unit setVariable ["AGM_canTreat", False, True];
_unit setVariable ["tf_globalVolume", 0.4];
_unit setVariable ["tf_voiceVolume", 0, True];
_unit setVariable ["tf_unable_to_use_radio", True, True];
_unit setVariable ["acre_sys_core_isDisabled", True, True];
_unit setVariable ["acre_sys_core_globalVolume", 0.4];
if (_unit == AGM_player) then {
if (visibleMap) then {openMap false};
closeDialog 0;
call AGM_Interaction_fnc_hideMenu;
[True, True] call AGM_Core_fnc_disableUserInput;
};
[_unit, "AGM_Unconscious", True] call AGM_Core_fnc_setCaptivityStatus;
_unit disableAI "MOVE";
//_unit disableAI "ANIM";
_unit disableAI "TARGET";
_unit disableAI "AUTOTARGET";
_unit disableAI "FSM";
_unit disableConversation true;
if !(_unit getVariable ["AGM_NoRadio_isMuted", false]) then {
[_unit] call AGM_Core_fnc_muteUnit;
};
// play appropriate anim
private "_fnc_playAnim";
_fnc_playAnim = {
if (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> animationState _this >> "AGM_isLadder") == 1) then {
_this action ["LadderOff", nearestObject [position _this, "House"]];
};
waitUntil {isTouchingGround _this};
waitUntil {!([_this] call AGM_Core_fnc_inTransitionAnim) or !(alive _this)};
if !(alive _this and _this getVariable "AGM_isUnconscious") exitWith {};
[_this, "Unconscious", 1, True] call AGM_Core_fnc_doAnimation;
sleep 2;
if (animationState _this != "Unconscious" and _this getVariable ["AGM_isUnconscious", False]) then {
[_this, "Unconscious", 2, True] call AGM_Core_fnc_doAnimation;
};
};
if (vehicle _unit != _unit) then {
_unit setVariable ["AGM_OriginalAnim", animationState _unit, True];
[
_unit,
((configFile >> "CfgMovesMaleSdr" >> "States" >> animationState _unit >> "interpolateTo") call BIS_fnc_getCfgData) select 0,
1,
True
] call AGM_Core_fnc_doAnimation;
// handle parachute
if (vehicle _unit isKindOf "ParachuteBase") then {
_unit spawn _fnc_playAnim;
};
} else {
_unit spawn _fnc_playAnim;
};
// wake up unit after certain amount of time
if (_duration != -1 or _unit getVariable ["AGM_Medical_AutomaticWakeup", AGM_Medical_AutomaticWakeup]) then {
_wakeUpTimer = [_unit, _duration] spawn {
_unit = _this select 0;
_duration = _this select 1;
if (_duration != -1) then {
sleep _duration;
} else {
sleep (60 * (1 + (random 8)) * ((damage _unit) max 0.5));
};
if (!isNull _unit && {alive _unit}) then {
[_unit] call AGM_Medical_fnc_wakeUp;
};
};
};
_unit setVariable ["AGM_WakeUpTimer", _wakeUpTimer];
// kill unit if the max uncon. time module option is used
_unconsciousnessTimer = [_unit] spawn {
_unit = _this select 0;
if (AGM_Medical_MaxUnconsciousnessTime >= 0) then {
sleep AGM_Medical_MaxUnconsciousnessTime;
if !(scriptDone (_unit getVariable "AGM_WakeUpTimer")) then {
terminate (_unit getVariable "AGM_WakeUpTimer");
};
_unit setDamage 1;
};
};
_unit setVariable ["AGM_UnconsciousnessTimer", _unconsciousnessTimer];
[_unit, "knockedOut", [_unit]] call AGM_Core_fnc_callCustomEventHandlersGlobal;