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Added initial draft of setUnconscious
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@ -5,6 +5,12 @@ class Extended_PreInit_EventHandlers {
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};
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};
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class Extended_PostInit_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_postInit));
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};
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};
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class Extended_Init_EventHandlers {
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class CAManBase {
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class ADDON {
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@ -1,12 +1,10 @@
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#include "script_component.hpp"
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private ["_unit"];
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_unit = _this select 0;
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if !(local _unit) exitWith {};
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diag_log "running init";
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_unit addEventHandler ["HandleDamage", {_this call FUNC(handleDamage)}];
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[_unit] call FUNC(init);
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22
addons/medical/XEH_postInit.sqf
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22
addons/medical/XEH_postInit.sqf
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@ -0,0 +1,22 @@
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#include "script_component.hpp"
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[{
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{
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if (!alive _x || !local _x) then {
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GVAR(injuredUnitCollection) set [ _forEachIndex, ObjNull];
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} else {
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[_x] call FUNC(handleUnitVitals);
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private "_pain";
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_pain = _X getvariable [QGVAR(pain), 0];
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if (_pain > 45) then {
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if (random(1) > 0.6) then {
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// [_X] call FUNC(setUnconsciousState);
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};
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//[_X] call FUNC(playInjuredSound);
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};
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};
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}foreach GVAR(injuredUnitCollection);
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GVAR(injuredUnitCollection) = GVAR(injuredUnitCollection) - [ObjNull];
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}, 1, [] ] call CBA_fnc_addPerFrameHandler;
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@ -3,13 +3,13 @@
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ADDON = false;
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PREP(getTypeOfDamage);
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PREP(handleAirway);
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PREP(handleDamage_airway);
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PREP(handleDamage);
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PREP(handleDamage_advanced);
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PREP(handleDamage_basic);
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PREP(handleDamage_medium);
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PREP(handleFractures);
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PREP(handleInternalInjuries);
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PREP(handleDamage_fractures);
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PREP(handleDamage_internalInjuries);
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PREP(init);
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PREP(selectionNameToNumber);
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PREP(handleDamage_wounds);
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@ -19,5 +19,8 @@ PREP(getBloodPressure);
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PREP(getBloodVolumeChange);
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PREP(getCardiacOutput);
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PREP(setCardiacArrest);
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PREP(addToInjuredCollection);
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PREP(setUnconscious);
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GVAR(injuredUnitCollection) = [];
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ADDON = true;
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143
addons/medical/functions/fnc_setUnconscious.sqf
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143
addons/medical/functions/fnc_setUnconscious.sqf
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@ -0,0 +1,143 @@
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/**
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* fn_setUnconsciousState.sqf
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* @Descr: Sets a unit in the unconscious state
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* @Author: Glowbal
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*
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* @Arguments: [unit OBJECT]
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* @Return: void
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* @PublicAPI: true
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*/
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#include "script_component.hpp"
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private ["_unit", "_animState", "_originalPos", "_captiveSwitch", "_startingTime","_minWaitingTime"];
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_unit = _this select 0;
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if !(!(isNull _unit) && {(_unit isKindOf "CaManBase") && ([_unit] call EFUNC(common,isAwake))}) exitwith{};
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// We only want this function to work on local machines
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if (!local _unit) exitwith {
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[[_unit], QUOTE(FUNC(setUnconsciousState)), _unit, false] call EFUNC(common,execRemoteFnc);
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};
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// Get rid of the object we are carrying, before we go unconscious.
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[_unit, ObjNull, [0,0,0]] call EFUNC(common,carryObj);
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// Set the unit in the unconscious state.
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_unit setvariable ["ACE_isUnconscious",true,true];
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_unit setUnconscious true;
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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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_unit addWeapon "ACE_fakeWeapon";
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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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// Handle the on screen effects
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if (isPlayer _unit) then {
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//[] call EFUNC(common,closeAllDialogs_f);
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//[true] call FUNC(effectBlackOut);
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//["unconscious", true] call EFUNC(common,setDisableUserInputStatus);
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//[false] call EFUNC(common,setVolume_f);
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} else {
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//_unit setUnitPos "DOWN";
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//[_unit, true] call EFUNC(common,disableAI_F);
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};
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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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[_unit, true, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide_f);
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_captiveSwitch = false; // [_unit, true] call EFUNC(common,setCaptiveSwitch);
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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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_minWaitingTime = (round(random(10)+5));
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[{
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private ["_unit", "_vehicleOfUnit","_lockSwitch","_minWaitingTime", "_oldAnimation", "_captiveSwitch"];
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_args = _this select 0;
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_unit = _args select 0;
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_oldAnimation = _args select 1;
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_captiveSwitch = _args select 2;
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_originalPos = _args select 3;
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_startingTime = _args select 4;
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_minWaitingTime = _args select 5;
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// Since the unit is no longer alive, get rid of this PFH.
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if (!alive _unit) exitwith {
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// EXIT PFH
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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};
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// In case the unit is no longer in an unconscious state, we are going to check if we can already reset the animation
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if !(_unit getvariable ["ACE_isUnconscious",false]) exitwith {
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// TODO, handle this with carry instead, so we can remove the PFH here.
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// Wait until the unit isn't being carried anymore, so we won't end up with wierd animations
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if !([_unit] call EFUNC(common,beingCarried)) then {
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if (vehicle _unit == _unit) then {
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[_unit,"amovppnemstpsnonwnondnon", 1] call EFUNC(common,doAnimation);
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} else {
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// Switch to the units original animation, assuming
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// TODO: what if the unit switched vehicle?
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[_unit, _oldAnimation, 1] call EFUNC(common,doAnimation);
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};
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// EXIT PFH
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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};
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};
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// Ensure we are waiting at least a minimum period before checking if we can wake up the unit again, allows for temp knock outs
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if ((time - _startingTime) >= _minWaitingTime) exitwith {
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// Wait until the unit is no longer unconscious
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if (!([_unit] call FUNC(getUnconsciousCondition))) then {
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// Reset the unit back to the previous captive state.
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if (_captiveSwitch) then {
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// [_unit, false] call EFUNC(common,setCaptiveSwitch);
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};
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// Swhich the unit back to its original group
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[_unit, false, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide_f);
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// Reset any visual and audio effects for players, or enable everything again for AI.
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if (isPlayer _unit) then {
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//[false] call FUNC(effectBlackOut);
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//[true] call EFUNC(common,setVolume_f);
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//["unconscious", false] call EFUNC(common,setDisableUserInputStatus);
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} else {
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//[_unit, false] call EFUNC(common,disableAI_F);
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//_unit setUnitPos _originalPos; // This is not position but stance (DOWN, MIDDLE, UP)
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};
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// Move unit out of unconscious state
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_unit setvariable ["ACE_isUnconscious", false, true];
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_unit setUnconscious false;
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};
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};
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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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}, 0.1, [_unit,_animState, _captiveSwitch, _originalPos, _startingTime, _minWaitingTime] ] call CBA_fnc_addPerFrameHandler;
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