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Stop AI firing at unconscious units (#7074)
This just reimplemented the behaviour from #5864 I believe we though using `setUnconscious` command would make this unnecessary, but testing seems to show that's not the case
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@ -24,6 +24,9 @@ _unit setVariable [VAR_UNCON, _active, true];
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// Toggle unit ragdoll state
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// Toggle unit ragdoll state
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[_unit, _active] call EFUNC(medical_engine,setUnconsciousAnim);
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[_unit, _active] call EFUNC(medical_engine,setUnconsciousAnim);
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// Stop AI firing at unconscious units in most situations (global effect)
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[_unit, "setHidden", "ace_unconscious", _active] call EFUNC(common,statusEffect_set);
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if (_active) then {
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if (_active) then {
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// Don't bother setting this if not used
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// Don't bother setting this if not used
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if (EGVAR(medical,spontaneousWakeUpChance) > 0) then {
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if (EGVAR(medical,spontaneousWakeUpChance) > 0) then {
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