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Removed dead code
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a29cbf6977
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@ -32,7 +32,7 @@ if (!local _unit) exitwith {
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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 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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@ -58,21 +58,13 @@ if (vehicle _unit == _unit) then {
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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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_unit setUnitPos "DOWN";
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[_unit, true] call EFUNC(common,disableAI);
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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);
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_captiveSwitch = false; // [_unit, true] call EFUNC(common,setCaptiveSwitch);
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_captiveSwitch = [_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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@ -113,21 +105,15 @@ _minWaitingTime = (round(random(10)+5));
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if (!_hasMovedOut) 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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[_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);
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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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[_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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_unit setUnconscious false;
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// ensure this statement runs only once
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