ACE3/addons/common/functions/fnc_setUnconsciousState.sqf

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2015-01-16 23:21:47 +00:00
/**
* fn_setUnconsciousState.sqf
* @Descr: Sets a unit in the unconscious state
* @Author: Glowbal
*
* @Arguments: [unit OBJECT]
* @Return: void
* @PublicAPI: true
*/
#include "script_component.hpp"
private ["_unit", "_animState", "_dAnim"];
_unit = _this select 0;
_dAnim = ([_unit] call FUNC(getDeathAnim));
if !([_unit] call FUNC(canGoUnconsciousState)) exitwith{};
if (!local _unit) exitwith {
[[_unit], QUOTE(FUNC(setUnconsciousState)), _unit, false] spawn EFUNC(common,execRemoteFnc);
};
// get rid of the object we are carrying, before we go unconscious.
[_unit, ObjNull, [0,0,0]] call FUNC(carryObj);
_unit setvariable [QGVAR(StateUnconscious),true,true];
[_unit] call FUNC(setWeaponsCorrectUnconscious);
_animState = animationState _unit;
_originalPos = unitPos _unit;
if (isPlayer _unit) then {
[] call FUNC(closeAllDialogs_f);
[true] call FUNC(effectBlackOut);
["unconscious", true] call FUNC(disableUserInput_f);
[false] call FUNC(setVolume_f);
} else {
_unit setUnitPos "DOWN";
[_unit, true] call FUNC(disableAI_F);
};
[_unit, true, QGVAR(StateUnconscious), side group _unit] call FUNC(switchToGroupSide_f);
_captiveSwitch = [_unit, true] call FUNC(setCaptiveSwitch);
_unit setUnconscious true;
[_unit, _dAnim] call FUNC(localAnim);
[_unit,_animState, _captiveSwitch, _originalPos] spawn {
private ["_unit", "_vehicleOfUnit","_lockSwitch","_minWaitingTime", "_oldAnimation", "_captiveSwitch"];
_unit = _this select 0;
_oldAnimation = _this select 1;
_captiveSwitch = _this select 2;
_originalPos = _this select 3;
_minWaitingTime = (round(random(10)+5));
_counter = time;
while {(((time - _counter) < _minWaitingTime) && {alive _unit})} do {
if (vehicle _unit == _unit && {animationState _unit != "deadState" && animationState _unit != "unconscious"} && {(alive _unit)} && {(isNull ([_unit] call FUNC(getCarriedBy)))}) then {
[_unit,([_unit] call FUNC(getDeathAnim))] call FUNC(broadcastAnim);
};
sleep 0.1;
};
waituntil{(!([_unit] call FUNC(getUnconsciousCondition)) || !alive _unit)};
[format["setUnconsciousState false - %1",_unit]] call FUNC(debug);
sleep 0.5;
if (_captiveSwitch) then {
[_unit, false] call FUNC(setCaptiveSwitch);
};
_unit setUnconscious false;
[_unit, false, QGVAR(StateUnconscious), side group _unit] call FUNC(switchToGroupSide_f);
if (isPlayer _unit) then {
[false] call FUNC(effectBlackOut);
[true] call FUNC(setVolume_f);
["unconscious", false] call FUNC(disableUserInput_f);
} else {
[_unit, false] call FUNC(disableAI_F);
_unit setUnitPos _originalPos; // This is not position but stance (DOWN, MIDDLE, UP)
};
waituntil {!([_unit] call FUNC(beingCarried))};
if (alive _unit) then {
if (vehicle _unit == _unit) then {
[format["Resetting unit animiation to normal %1",_unit]] call FUNC(debug);
//[_unit,"",false] call FUNC(broadcastAnim);
[_unit,"amovppnemstpsnonwnondnon",false] call FUNC(broadcastAnim);
} else {
[format["Resetting unit animiation to oldAnimation %1 - %2",_unit, _oldAnimation]] call FUNC(debug);
[_unit, _oldAnimation,false] call FUNC(broadcastAnim);
};
_unit setvariable [QGVAR(StateUnconscious), false, true];
};
[[_unit, false],"setUnconsciousState"] call FUNC(customEventHandler_F);
};
[[_unit, true],"setUnconsciousState"] call FUNC(customEventHandler_F);