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Improved patient unconscious animation
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parent
31b7ade057
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08e1949078
@ -19,6 +19,7 @@ class ACE_Medical_Actions {
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animationPatient = "";
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animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback";
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animationPatientUnconsciousExcludeOn[] = {"ainjppnemstpsnonwrfldnon"};
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic4";
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animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medic";
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animationCallerSelf = "AinvPknlMstpSlayW[wpn]Dnon_medic";
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@ -113,6 +114,7 @@ class ACE_Medical_Actions {
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itemConsumed = 1;
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animationPatient = "";
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animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback";
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animationPatientUnconsciousExcludeOn[] = {"ainjppnemstpsnonwrfldnon"};
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animationCaller = "AinvPknlMstpSnonWnonDnon_medic4";
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animationCallerProne = "AinvPpneMstpSlayW[wpn]Dnon_medic";
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animationCallerSelf = "AinvPknlMstpSlayW[wpn]Dnon_medic";
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@ -137,9 +137,9 @@ _startingTime = time;
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// A check to ensure that the animation is being played properly.
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// TODO: Might no longer be necessary: Have to test this in MP.
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if (vehicle _unit == _unit && {animationState _unit != "deadState" && animationState _unit != "unconscious"} && {(isNull ([_unit] call EFUNC(common,getCarriedBy)))} && (time - _startingTime >= 0.5)) then {
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[_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call EFUNC(common,doAnimation); // Reset animations if unit starts doing wierd things.
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};
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// if (vehicle _unit == _unit && {animationState _unit != "deadState" && animationState _unit != "unconscious"} && {(isNull ([_unit] call EFUNC(common,getCarriedBy)))} && (time - _startingTime >= 0.5)) then {
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//[_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call EFUNC(common,doAnimation); // Reset animations if unit starts doing wierd things.
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//};
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}, 0.1, [_unit,_animState, _originalPos, _startingTime, _minWaitingTime, false] ] call CBA_fnc_addPerFrameHandler;
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@ -90,11 +90,17 @@ if (isNil _callbackProgress) then {
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// Patient Animation
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_patientAnim = getText (_config >> "animationPatient");
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if (_target getvariable ["ACE_isUnconscious", false]) then {
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_patientAnim = getText (_config >> "animationPatientUnconscious");
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if !(animationState _target in (getArray (_config >> "animationPatientUnconsciousExcludeOn"))) then {
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_patientAnim = getText (_config >> "animationPatientUnconscious");
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};
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};
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if (_caller != _target && {vehicle _target == _target} && {_patientAnim != ""}) then {
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[_target, _patientAnim, 2, true] call EFUNC(common,doAnimation);
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if (_target getvariable ["ACE_isUnconscious", false]) then {
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[_target, _patientAnim, 2, true] call EFUNC(common,doAnimation);
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} else {
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[_target, _patientAnim, 1, true] call EFUNC(common,doAnimation);
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};
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};
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// Player Animation
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@ -99,7 +99,7 @@ if (_impact > 0) then {
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// If all wounds have been bandaged, we will reset all damage to 0, so the unit is not showing any blood on the model anymore.
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if (count _openWounds == 0) then {
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_target setDamage 0;
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// TODO also set hitpoints to 0
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// _target setvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0], true];
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};
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true;
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