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42 lines
1.2 KiB
Plaintext
42 lines
1.2 KiB
Plaintext
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/*
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* Author: KoffeinFlummi
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*
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* Releases the given unit.
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*
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* Argument:
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* 0: Unit to be released (Object)
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*
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* Return value:
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* none
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*/
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#define ANIM_DRAG ["amovpercmstpslowwrfldnon_acinpknlmwlkslowwrfldb_2", "amovpercmstpsraswpstdnon_acinpknlmwlksnonwpstdb_2", "amovpercmstpsnonwnondnon_acinpknlmwlksnonwnondb_2", "acinpknlmstpsraswrfldnon", "acinpknlmstpsnonwpstdnon", "acinpknlmstpsnonwnondnon"]
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private ["_unit", "_target"];
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_unit = _this select 0;
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_target = _this select 1;
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_unit removeWeapon "AGM_FakePrimaryWeapon";
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_unit setVariable ["AGM_Transporting", objNull, True];
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_unit setVariable ["AGM_canTreat", true, false];
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_target setVariable ["AGM_isTreatable", True, True];
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detach _target;
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_unit removeAction (_unit getVariable "AGM_Medical_ReleaseID");
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// animation was already handled by fnc_loadIntoVehicle
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if (vehicle _target != _target) exitWith {};
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if (vehicle _unit == _unit) then {
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if (animationState _unit in ANIM_DRAG) then {
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_unit playAction "released";
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} else {
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[_unit, "", 2, True] call AGM_Core_fnc_doAnimation;
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};
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};
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if (_target getVariable ["AGM_isUnconscious", False]) then {
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[_target, "Unconscious", 2, True] call AGM_Core_fnc_doAnimation;
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};
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