2015-02-08 12:18:08 +00:00
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/*
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* Author: Glowbal
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* Sets a unit in the unconscious state.
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2015-02-08 09:25:03 +00:00
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*
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2015-02-08 12:18:08 +00:00
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* Arguments:
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* 0: The unit that will be put in an unconscious state <OBJECT>
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2015-04-02 20:55:23 +00:00
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* 1: Set unconsciouns <BOOL> <OPTIONAL>
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* 2: Minimum unconscious time <NUMBER> <OPTIONAL>
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2015-02-08 12:18:08 +00:00
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*
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* ReturnValue:
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2015-02-24 21:09:31 +00:00
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* nil
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2015-02-08 12:18:08 +00:00
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*
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* Public: yes
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2015-02-08 09:25:03 +00:00
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*/
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#include "script_component.hpp"
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2015-04-02 20:55:23 +00:00
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#define DEFAULT_DELAY (round(random(10)+5))
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2015-02-28 11:05:22 +00:00
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private ["_unit", "_set", "_animState", "_originalPos", "_captiveSwitch", "_startingTime","_minWaitingTime"];
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2015-02-08 09:25:03 +00:00
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_unit = _this select 0;
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2015-02-28 22:35:53 +00:00
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_set = if (count _this > 1) then {_this select 1} else {true};
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2015-04-02 20:55:23 +00:00
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_minWaitingTime = if (count _this > 2) then {_this select 2} else {DEFAULT_DELAY};
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2015-02-28 11:05:22 +00:00
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2015-04-23 09:31:27 +00:00
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// No change, fuck off. (why is there no xor?)
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if (_set isEqualTo (_unit getVariable ["ACE_isUnconscious", false])) exitWith {};
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// Remove maximum unconsciousness time handler
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_maxUnconHandle = _unit getVariable [QGVAR(maxUnconTimeHandle), -1];
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if (_maxUnconHandle > 0) then {
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[_maxUnconHandle] call CBA_fnc_removePerFrameHandler;
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};
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2015-02-28 11:05:22 +00:00
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if !(_set) exitwith {
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2015-04-17 18:24:05 +00:00
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_unit setvariable ["ACE_isUnconscious", false, true];
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2015-02-28 11:05:22 +00:00
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};
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2015-02-08 09:25:03 +00:00
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if !(!(isNull _unit) && {(_unit isKindOf "CaManBase") && ([_unit] call EFUNC(common,isAwake))}) exitwith{};
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if (!local _unit) exitwith {
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2015-03-13 05:45:12 +00:00
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[[_unit], QUOTE(DFUNC(setUnconscious)), _unit, false] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
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2015-02-08 09:25:03 +00:00
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};
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2015-02-28 22:34:14 +00:00
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_unit setvariable ["ACE_isUnconscious", true, true];
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2015-02-08 09:25:03 +00:00
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_unit setUnconscious true;
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2015-03-17 07:03:11 +00:00
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if (_unit == ACE_player) then {
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if (visibleMap) then {openMap false};
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2015-04-20 20:22:09 +00:00
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while {dialog} do {
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closeDialog 0;
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};
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2015-03-17 07:03:11 +00:00
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};
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2015-04-17 18:24:05 +00:00
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// if we have unconsciousness for AI disabled, we will kill the unit instead
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if (!([_unit] call EFUNC(common,IsPlayer)) && (GVAR(enableUnsconsiousnessAI) == 0 || (GVAR(enableUnsconsiousnessAI) == 2 && random(1) <= 0.5))) exitwith {
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[_unit, true] call FUNC(setDead); // force, to avoid getting into a loop in case revive is enabled.
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};
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2015-02-08 09:25:03 +00:00
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// If a unit has the launcher out, it will sometimes start selecting the primairy weapon while unconscious,
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// therefor we force it to select the primairy weapon before going unconscious
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if ((vehicle _unit) isKindOf "StaticWeapon") then {
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moveOut _unit;
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unassignVehicle _unit;
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//_unit action ["eject", vehicle _unit];
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};
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if (animationState _unit in ["ladderriflestatic","laddercivilstatic"]) then {
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_unit action ["ladderOff", (nearestBuilding _unit)];
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};
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if (vehicle _unit == _unit) then {
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if (primaryWeapon _unit == "") then {
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2015-04-13 08:46:42 +00:00
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_unit addWeapon "ACE_FakePrimaryWeapon";
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2015-02-08 09:25:03 +00:00
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};
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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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// We are storing the current animation, so we can use it later on when waking the unit up inside a vehicle
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_animState = animationState _unit;
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_originalPos = unitPos _unit;
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2015-02-28 22:34:14 +00:00
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_unit setUnitPos "DOWN";
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[_unit, true] call EFUNC(common,disableAI);
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2015-02-08 09:25:03 +00:00
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// So the AI does not get stuck, we are moving the unit to a temp group on its own.
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2015-04-13 05:32:07 +00:00
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//Unconscious units shouldn't be put in another group #527:
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2015-04-20 19:37:30 +00:00
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if (GVAR(moveUnitsFromGroupOnUnconscious)) then {
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[_unit, true, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide);
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};
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2015-02-08 09:25:03 +00:00
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2015-03-10 15:35:00 +00:00
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[_unit, QGVAR(unconscious), true] call EFUNC(common,setCaptivityStatus);
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2015-02-08 09:25:03 +00:00
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[_unit, [_unit] call EFUNC(common,getDeathAnim), 1, true] call EFUNC(common,doAnimation);
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_startingTime = time;
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2015-04-17 19:27:57 +00:00
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[DFUNC(unconsciousPFH), 0.1, [_unit,_animState, _originalPos, _startingTime, _minWaitingTime, false, vehicle _unit isKindOf "ParachuteBase"] ] call CBA_fnc_addPerFrameHandler;
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2015-02-08 09:25:03 +00:00
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2015-04-23 09:31:27 +00:00
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// Maximum unconsciousness time
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_maxUnconTime = _unit getVariable [QGVAR(maxUnconsciousTime), GVAR(maxUnconsciousTime)];
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if (_maxUnconTime >= 0) then {
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_handle = [{
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_unit = _this select 0;
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[_unit] call FUNC(setDead);
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}, [_unit], _maxUnconTime, 0.5] call EFUNC(common,waitAndExecute);
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_unit setVariable [QGVAR(maxUnconTimeHandle), _handle];
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};
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2015-03-24 21:10:41 +00:00
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["medical_onUnconscious", [_unit, true]] call EFUNC(common,globalEvent);
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