ACE3/addons/zeus/functions/fnc_moduleUnconscious.sqf

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/*
* Author: SilentSpike
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* Flips the unconscious state of the unit the module is placed on.
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*
* Arguments:
* 0: The module logic <LOGIC>
* 1: units <ARRAY>
* 2: activated <BOOL>
*
* ReturnValue:
* nil
*
* Public: no
*/
#include "script_component.hpp"
PARAMS_3(_logic,_units,_activated);
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private ["_mouseOver","_unit","_conscious"];
if !(_activated && local _logic) exitWith {};
if (isNil QEFUNC(medical,setUnconscious)) then {
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[LSTRING(RequiresAddon)] call EFUNC(common,displayTextStructured);
} else {
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_mouseOver = GETMVAR(bis_fnc_curatorObjectPlaced_mouseOver,[""]);
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if ((_mouseOver select 0) != "OBJECT") then {
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[LSTRING(NothingSelected)] call EFUNC(common,displayTextStructured);
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} else {
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_unit = effectivecommander (_mouseOver select 1);
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if !(_unit isKindOf "CAManBase") then {
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[LSTRING(OnlyInfantry)] call EFUNC(common,displayTextStructured);
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} else {
if !(alive _unit) then {
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[LSTRING(OnlyAlive)] call EFUNC(common,displayTextStructured);
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} else {
_conscious = GETVAR(_unit,ACE_isUnconscious,false);
// Function handles locality for me
[_unit, !_conscious, round(random(10)+5), true] call EFUNC(medical,setUnconscious);
};
};
};
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};
deleteVehicle _logic;