ACE3/addons/common/functions/fnc_setWeaponsCorrectUnconscious.sqf

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