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Changed StateUnconscious to "ACE_isUnconscious"
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7345cf91cf
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@ -141,7 +141,7 @@ GVAR(OldPlayerTurret) = [ACE_player] call FUNC(getTurretIndex);
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[QGVAR(isDead),false,true,QUOTE(ADDON)] call FUNC(defineVariable);
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[QGVAR(isDead),false,true,QUOTE(ADDON)] call FUNC(defineVariable);
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[QGVAR(isDeadPlayer), false, true, QUOTE(ADDON)] call FUNC(defineVariable);
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[QGVAR(isDeadPlayer), false, true, QUOTE(ADDON)] call FUNC(defineVariable);
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[QGVAR(StateArrested),false,true,QUOTE(ADDON)] call FUNC(defineVariable);
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[QGVAR(StateArrested),false,true,QUOTE(ADDON)] call FUNC(defineVariable);
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[QGVAR(StateUnconscious),false,true,QUOTE(ADDON)] call FUNC(defineVariable);
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["ACE_isUnconscious",false,true,QUOTE(ADDON)] call FUNC(defineVariable);
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[QGVAR(ENABLE_REVIVE_SETDEAD_F),0,false,QUOTE(ADDON)] call FUNC(defineVariable);
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[QGVAR(ENABLE_REVIVE_SETDEAD_F),0,false,QUOTE(ADDON)] call FUNC(defineVariable);
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[QGVAR(carriedBy),objNull,false,QUOTE(ADDON)] call FUNC(defineVariable);
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[QGVAR(carriedBy),objNull,false,QUOTE(ADDON)] call FUNC(defineVariable);
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@ -36,14 +36,14 @@ if (count _this > 3) then {
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};
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};
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// don't overwrite more important animations
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// don't overwrite more important animations
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if (_unit getVariable [/*"ACE_isUnconscious"*/ QGVAR(StateUnconscious), false] && {!_force}) exitWith {
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if (_unit getVariable ["ACE_isUnconscious", false] && {!_force}) exitWith {
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if (_animation != "Unconscious") then {
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if (_animation != "Unconscious") then {
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[_unit, "Unconscious", 2] call FUNC(doAnimation);
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[_unit, "Unconscious", 2] call FUNC(doAnimation);
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};
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};
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};
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};
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// don't go unconscious if the unit isn't unconscious
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// don't go unconscious if the unit isn't unconscious
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if (_animation == "Unconscious" && {!(_unit getVariable [/*"ACE_isUnconscious"*/ QGVAR(StateUnconscious), false])}) exitWith {};
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if (_animation == "Unconscious" && {!(_unit getVariable ["ACE_isUnconscious", false])}) exitWith {};
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// switchMove "" no longer works in dev 1.37
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// switchMove "" no longer works in dev 1.37
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if (_animation == "") then {
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if (_animation == "") then {
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@ -10,4 +10,4 @@
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#include "script_component.hpp"
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#include "script_component.hpp"
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((_this select 0) getvariable [QGVAR(StateUnconscious),false]);
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((_this select 0) getvariable ["ACE_isUnconscious",false]);
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@ -14,7 +14,7 @@ private ["_unit","_oldUnit","_sets"];
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_unit = _this select 0;
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_unit = _this select 0;
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_unit setvariable [QGVAR(isDead),nil,true];
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_unit setvariable [QGVAR(isDead),nil,true];
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_unit setvariable [QGVAR(stateUnconscious), nil, true];
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_unit setvariable ["ACE_isUnconscious", nil, true];
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if (isPlayer _unit) then {
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if (isPlayer _unit) then {
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[true] call FUNC(setVolume_f);
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[true] call FUNC(setVolume_f);
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@ -27,7 +27,7 @@ if (!local _unit) exitwith {
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[_unit, ObjNull, [0,0,0]] call FUNC(carryObj);
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[_unit, ObjNull, [0,0,0]] call FUNC(carryObj);
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// Set the unit in the unconscious state.
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// Set the unit in the unconscious state.
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_unit setvariable [QGVAR(StateUnconscious),true,true];
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_unit setvariable ["ACE_isUnconscious",true,true];
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_unit setUnconscious 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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// If a unit has the launcher out, it will sometimes start selecting the primairy weapon while unconscious,
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@ -51,7 +51,7 @@ if (isPlayer _unit) then {
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};
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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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// 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, QGVAR(StateUnconscious), side group _unit] call FUNC(switchToGroupSide_f);
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[_unit, true, "ACE_isUnconscious", side group _unit] call FUNC(switchToGroupSide_f);
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_captiveSwitch = [_unit, true] call FUNC(setCaptiveSwitch);
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_captiveSwitch = [_unit, true] call FUNC(setCaptiveSwitch);
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[_unit, [_unit] call FUNC(getDeathAnim), 1, true] call FUNC(doAnimation);
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[_unit, [_unit] call FUNC(getDeathAnim), 1, true] call FUNC(doAnimation);
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@ -112,7 +112,7 @@ _minWaitingTime = (round(random(10)+5));
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_unit setUnconscious false;
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_unit setUnconscious false;
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// Swhich the unit back to its original group
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// Swhich the unit back to its original group
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[_unit, false, QGVAR(StateUnconscious), side group _unit] call FUNC(switchToGroupSide_f);
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[_unit, false, "ACE_isUnconscious", side group _unit] call FUNC(switchToGroupSide_f);
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// Reset any visual and audio effects for players, or enable everything again for AI.
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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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if (isPlayer _unit) then {
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@ -125,7 +125,7 @@ _minWaitingTime = (round(random(10)+5));
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};
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};
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// Move unit out of unconscious state
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// Move unit out of unconscious state
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_unit setvariable [QGVAR(StateUnconscious), false, true];
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_unit setvariable ["ACE_isUnconscious", false, true];
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[format["%1 Unit no longer unconsicous"], _unit] call FUNC(debug);
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[format["%1 Unit no longer unconsicous"], _unit] call FUNC(debug);
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};
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};
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};
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};
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