2015-01-16 23:21:47 +00:00
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/**
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* fn_setWeaponsCorrectUnconscious.sqf
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* @Descr: Ensures the weapon of a unit is selected correctly for the unconscious state. Prefents wierd animation behaviour
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* @Author: Glowbal
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*
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* @Arguments: [unit OBJECT]
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* @Return: void
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* @PublicAPI: false
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*/
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#include "script_component.hpp"
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private ["_unit"];
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_unit = _this select 0;
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if ((vehicle _unit) isKindOf "StaticWeapon") then {
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2015-01-18 19:09:19 +00:00
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moveOut _unit;
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unassignVehicle _unit;
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//unassignVehicle _unit;
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//_unit action ["eject", vehicle _unit];
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2015-01-16 23:21:47 +00:00
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};
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if (vehicle _unit == _unit) then {
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2015-01-18 19:09:19 +00:00
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if (currentWeapon _unit == secondaryWeapon _unit) then {
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reload _unit;
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};
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2015-01-16 23:21:47 +00:00
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};
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if (animationState _unit in ["ladderriflestatic","laddercivilstatic"]) then {
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2015-01-18 19:09:19 +00:00
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_unit action ["ladderOff", (nearestBuilding _unit)];
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2015-01-16 23:21:47 +00:00
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};
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if (vehicle _unit == _unit) then {
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2015-01-18 19:09:19 +00:00
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if (currentWeapon _unit == secondaryWeapon _unit) then {
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_unit selectWeapon (primaryWeapon _unit);
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_unit switchMove "";
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_unit playmoveNow "";
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};
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2015-01-16 23:21:47 +00:00
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};
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