Removed skipSetHidden

This commit is contained in:
johnb432 2023-08-03 20:16:40 +02:00
parent d6477107b6
commit 452c5216a7
3 changed files with 6 additions and 8 deletions

View File

@ -10,10 +10,10 @@
if (_unit isNotEqualTo ACE_player) exitWith {};
if (_newCamera == "") then { // switched back to player view
if (_newCamera == "") then { // Switched back to player view
private _status = IS_UNCONSCIOUS(_unit);
[_unit, _status, true] call FUNC(setStatusEffects);
[_unit, _status] call FUNC(setStatusEffects);
} else {
[_unit, false, true] call FUNC(setStatusEffects);
[_unit, false] call FUNC(setStatusEffects);
};
}] call CBA_fnc_addPlayerEventHandler;

View File

@ -7,7 +7,6 @@
* Arguments:
* 0: The unit <OBJECT>
* 1: Status effects value <BOOL>
* 2: Skip setHidden <BOOL> (default: false)
*
* Return Value:
* None
@ -15,8 +14,8 @@
* Public: No
*/
params ["_unit", "_set", ["_skipSetHidden", false]];
TRACE_3("setStatusEffect",_unit,_set,_skipSetHidden);
params ["_unit", "_set"];
TRACE_2("setStatusEffect",_unit,_set);
// Block radio on unconsciousness for compatibility with captive module
[_unit, "blockRadio", "ace_unconscious", _set] call EFUNC(common,statusEffect_set);
@ -24,7 +23,5 @@ TRACE_3("setStatusEffect",_unit,_set,_skipSetHidden);
// Block speaking on unconsciousness
[_unit, "blockSpeaking", "ace_unconscious", _set] call EFUNC(common,statusEffect_set);
if (_skipSetHidden) exitWith {};
// Stop AI firing at unconscious units in most situations (global effect)
[_unit, "setHidden", "ace_unconscious", _set] call EFUNC(common,statusEffect_set);

View File

@ -28,6 +28,7 @@ _unit setVariable [VAR_UNCON, _active, true];
// Toggle unit ragdoll state
[_unit, _active] call EFUNC(medical_engine,setUnconsciousAnim);
// Set status effects for comms
[_unit, _active] call FUNC(setStatusEffects);
if (_active) then {