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https://github.com/acemod/ACE3.git
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Removed skipSetHidden
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parent
d6477107b6
commit
452c5216a7
@ -10,10 +10,10 @@
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if (_unit isNotEqualTo ACE_player) exitWith {};
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if (_newCamera == "") then { // switched back to player view
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if (_newCamera == "") then { // Switched back to player view
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private _status = IS_UNCONSCIOUS(_unit);
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[_unit, _status, true] call FUNC(setStatusEffects);
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[_unit, _status] call FUNC(setStatusEffects);
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} else {
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[_unit, false, true] call FUNC(setStatusEffects);
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[_unit, false] call FUNC(setStatusEffects);
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};
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}] call CBA_fnc_addPlayerEventHandler;
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@ -7,7 +7,6 @@
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* Arguments:
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* 0: The unit <OBJECT>
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* 1: Status effects value <BOOL>
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* 2: Skip setHidden <BOOL> (default: false)
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*
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* Return Value:
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* None
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@ -15,8 +14,8 @@
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* Public: No
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*/
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params ["_unit", "_set", ["_skipSetHidden", false]];
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TRACE_3("setStatusEffect",_unit,_set,_skipSetHidden);
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params ["_unit", "_set"];
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TRACE_2("setStatusEffect",_unit,_set);
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// Block radio on unconsciousness for compatibility with captive module
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[_unit, "blockRadio", "ace_unconscious", _set] call EFUNC(common,statusEffect_set);
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@ -24,7 +23,5 @@ TRACE_3("setStatusEffect",_unit,_set,_skipSetHidden);
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// Block speaking on unconsciousness
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[_unit, "blockSpeaking", "ace_unconscious", _set] call EFUNC(common,statusEffect_set);
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if (_skipSetHidden) exitWith {};
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// Stop AI firing at unconscious units in most situations (global effect)
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[_unit, "setHidden", "ace_unconscious", _set] call EFUNC(common,statusEffect_set);
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@ -28,6 +28,7 @@ _unit setVariable [VAR_UNCON, _active, true];
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// Toggle unit ragdoll state
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[_unit, _active] call EFUNC(medical_engine,setUnconsciousAnim);
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// Set status effects for comms
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[_unit, _active] call FUNC(setStatusEffects);
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if (_active) then {
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