ACE3/addons/medical/functions/fnc_setUnconscious.sqf

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/*
* Author: Glowbal
* Sets a unit in the unconscious state.
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*
* Arguments:
* 0: The unit that will be put in an unconscious state <OBJECT>
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* 1: Set unconsciouns <BOOL> (default: true)
* 2: Minimum unconscious time <NUMBER> (default: (round(random(10)+5)))
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* 3: Force AI Unconscious (skip random death chance) <BOOL> (default: false)
*
* ReturnValue:
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* nil
*
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* Example:
* [bob, true] call ace_medical_fnc_setUnconscious;
*
* Public: yes
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*/
#include "script_component.hpp"
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#define DEFAULT_DELAY (round(random(10)+5))
// only run this after the settings are initialized
if !(EGVAR(common,settingsInitFinished)) exitWith {
EGVAR(common,runAtSettingsInitialized) pushBack [FUNC(setUnconscious), _this];
};
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private ["_animState", "_originalPos", "_startingTime", "_isDead"];
params ["_unit", ["_set", true], ["_minWaitingTime", DEFAULT_DELAY], ["_force", false]];
// No change, fuck off. (why is there no xor?)
if (_set isEqualTo (_unit getVariable ["ACE_isUnconscious", false])) exitWith {};
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if !(_set) exitWith {
_unit setVariable ["ACE_isUnconscious", false, true];
if (_unit getVariable [QGVAR(inReviveState), false]) then {
_unit setVariable [QGVAR(inReviveState), nil, true];
};
};
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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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[QGVAR(setUnconscious), [_unit, _set, _minWaitingTime, _force], _unit] call CBA_fnc_targetEvent;
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};
_unit setVariable ["ACE_isUnconscious", true, true];
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if (_unit == ACE_player) then {
if (visibleMap) then {openMap false};
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while {dialog} do {
closeDialog 0;
};
};
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// if we have unconsciousness for AI disabled, we will kill the unit instead
_isDead = false;
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if (!([_unit, GVAR(remoteControlledAI)] call EFUNC(common,isPlayer)) && !_force) then {
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_enableUncon = _unit getVariable [QGVAR(enableUnconsciousnessAI), GVAR(enableUnconsciousnessAI)];
if (_enableUncon == 0 or {_enableUncon == 1 and (random 1) < 0.5}) then {
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[_unit, true] call FUNC(setDead);
_isDead = true;
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};
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};
if (_isDead) exitWith {};
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// If a unit has the launcher out, it will sometimes start selecting the primairy weapon while unconscious,
// therefor we force it to select the primairy weapon before going unconscious
if ((vehicle _unit) isKindOf "StaticWeapon") then {
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[_unit] call EFUNC(common,unloadPerson);
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};
if (animationState _unit in ["ladderriflestatic","laddercivilstatic"]) then {
_unit action ["ladderOff", (nearestBuilding _unit)];
};
if (vehicle _unit == _unit) then {
if (primaryWeapon _unit == "") then {
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_unit addWeapon "ACE_FakePrimaryWeapon";
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};
_unit selectWeapon (primaryWeapon _unit);
};
// 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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if (vehicle _unit != _unit) then {
_unit setVariable [QGVAR(vehicleAwakeAnim), [(vehicle _unit), (animationState _unit)]];
};
//Save current stance:
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_originalPos = unitPos _unit;
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_unit setUnitPos "DOWN";
[_unit, true] call EFUNC(common,disableAI);
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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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//Unconscious units shouldn't be put in another group #527:
if (GVAR(moveUnitsFromGroupOnUnconscious)) then {
[_unit, true, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide);
};
// Delay Unconscious so the AI dont instant stop shooting on the unit #3121
if (GVAR(delayUnconCaptive) == 0) then {
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[_unit, "setCaptive", "ace_unconscious", true] call EFUNC(common,statusEffect_set);
} else {
[{
params ["_unit"];
if (_unit getVariable ["ACE_isUnconscious", false]) then {
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[_unit, "setCaptive", "ace_unconscious", true] call EFUNC(common,statusEffect_set);
};
},[_unit], GVAR(delayUnconCaptive)] call CBA_fnc_waitAndExecute;
};
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_anim = [_unit] call EFUNC(common,getDeathAnim);
[_unit, _anim, 1, true] call EFUNC(common,doAnimation);
[{
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params ["_unit", "_anim"];
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if ((_unit getVariable "ACE_isUnconscious") and (animationState _unit != _anim)) then {
[_unit, _anim, 2, true] call EFUNC(common,doAnimation);
};
}, [_unit, _anim], 0.5, 0] call CBA_fnc_waitAndExecute;
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_startingTime = CBA_missionTime;
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[DFUNC(unconsciousPFH), 0.1, [_unit, _originalPos, _startingTime, _minWaitingTime, false, vehicle _unit isKindOf "ParachuteBase"] ] call CBA_fnc_addPerFrameHandler;
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// unconscious can't talk
[_unit, "isUnconscious"] call EFUNC(common,muteUnit);
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["ace_unconscious", [_unit, true]] call CBA_fnc_globalEvent;