Removed deadcode and obvious comments

This commit is contained in:
Glowbal 2015-04-09 20:13:46 +02:00
parent 39cbf21278
commit 0926397ab4

View File

@ -28,12 +28,10 @@ if !(_set) exitwith {
if !(!(isNull _unit) && {(_unit isKindOf "CaManBase") && ([_unit] call EFUNC(common,isAwake))}) exitwith{};
// We only want this function to work on local machines
if (!local _unit) exitwith {
[[_unit], QUOTE(DFUNC(setUnconscious)), _unit, false] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
};
// Set the unit in the unconscious state.
_unit setvariable ["ACE_isUnconscious", true, true];
_unit setUnconscious true;
@ -85,9 +83,8 @@ _startingTime = time;
_startingTime = _args select 3;
_minWaitingTime = _args select 4;
_hasMovedOut = _args select 5;
// Since the unit is no longer alive, get rid of this PFH.
if (!alive _unit) exitwith {
// EXIT PFH
[(_this select 1)] call cba_fnc_removePerFrameHandler;
};
@ -132,19 +129,10 @@ _startingTime = time;
// Ensure we are waiting at least a minimum period before checking if we can wake up the unit again, allows for temp knock outs
if ((time - _startingTime) >= _minWaitingTime) exitwith {
// Wait until the unit is no longer unconscious
if (!([_unit] call FUNC(getUnconsciousCondition))) then {
// Move unit out of unconscious state
_unit setvariable ["ACE_isUnconscious", false, true];
};
};
// A check to ensure that the animation is being played properly.
// TODO: Might no longer be necessary: Have to test this in MP.
// if (vehicle _unit == _unit && {animationState _unit != "deadState" && animationState _unit != "unconscious"} && {(isNull ([_unit] call EFUNC(common,getCarriedBy)))} && (time - _startingTime >= 0.5)) then {
//[_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call EFUNC(common,doAnimation); // Reset animations if unit starts doing wierd things.
//};
}, 0.1, [_unit,_animState, _originalPos, _startingTime, _minWaitingTime, false] ] call CBA_fnc_addPerFrameHandler;
["medical_onUnconscious", [_unit, true]] call EFUNC(common,globalEvent);