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Changed setUnconsciousState to no longer use spawn.
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@ -13,12 +13,13 @@
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private ["_unit", "_animState", "_dAnim"];
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_unit = _this select 0;
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_dAnim = ([_unit] call FUNC(getDeathAnim));
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if !([_unit] call FUNC(canGoUnconsciousState)) exitwith{};
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if (!local _unit) exitwith {
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[[_unit], QUOTE(FUNC(setUnconsciousState)), _unit, false] spawn EFUNC(common,execRemoteFnc);
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[[_unit], QUOTE(FUNC(setUnconsciousState)), _unit, false] call EFUNC(common,execRemoteFnc);
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};
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_dAnim = ([_unit] call FUNC(getDeathAnim));
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// get rid of the object we are carrying, before we go unconscious.
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[_unit, ObjNull, [0,0,0]] call FUNC(carryObj);
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@ -30,7 +31,7 @@ _animState = animationState _unit;
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_originalPos = unitPos _unit;
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if (isPlayer _unit) then {
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[] call FUNC(closeAllDialogs_f);
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[true] call FUNC(effectBlackOut);
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[true] call EFUNC(GUI,effectBlackOut);
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["unconscious", true] call FUNC(disableUserInput_f);
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[false] call FUNC(setVolume_f);
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} else {
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@ -41,53 +42,78 @@ if (isPlayer _unit) then {
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_captiveSwitch = [_unit, true] call FUNC(setCaptiveSwitch);
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_unit setUnconscious true;
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[_unit, _dAnim] call FUNC(localAnim);
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[_unit, _dAnim, 1, true] call FUNC(doAnimation);
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[_unit,_animState, _captiveSwitch, _originalPos] spawn {
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_startingTime = time;
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_minWaitingTime = (round(random(10)+5));
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[{
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private ["_unit", "_vehicleOfUnit","_lockSwitch","_minWaitingTime", "_oldAnimation", "_captiveSwitch"];
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_unit = _this select 0;
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_oldAnimation = _this select 1;
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_captiveSwitch = _this select 2;
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_originalPos = _this select 3;
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_args = _this select 0;
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_unit = _args select 0;
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_oldAnimation = _args select 1;
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_captiveSwitch = _args select 2;
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_originalPos = _args select 3;
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_startingTime = _args select 4;
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_minWaitingTime = _args select 5;
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_minWaitingTime = (round(random(10)+5));
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_counter = time;
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while {(((time - _counter) < _minWaitingTime) && {alive _unit})} do {
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if (vehicle _unit == _unit && {animationState _unit != "deadState" && animationState _unit != "unconscious"} && {(alive _unit)} && {(isNull ([_unit] call FUNC(getCarriedBy)))}) then {
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[_unit,([_unit] call FUNC(getDeathAnim))] call FUNC(broadcastAnim);
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// Since the unit is no longer alive, get rid of this PFH.
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if (!alive _unit) exitwith {
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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[[_unit, false],"setUnconsciousState"] call FUNC(raiseScriptedEvent_f);
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};
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// In case the unit is no longer in an unconscious state, we are going to check if we can already reset the animation
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if !([_unit] call FUNC(isUnconscious)) exitwith {
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// Wait until the unit isn't being carried anymore, so we won't end up with wierd animations
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if !([_unit] call FUNC(beingCarried)) then {
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if (vehicle _unit == _unit) then {
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[_unit,"amovppnemstpsnonwnondnon", 1] call FUNC(doAnimation);
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} else {
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// Switch to the units original animation, assuming
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// TODO: what if the unit switched vehicle?
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[_unit, _oldAnimation, 1] call FUNC(doAnimation);
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};
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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[[_unit, false],"setUnconsciousState"] call FUNC(raiseScriptedEvent_f);
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};
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sleep 0.1;
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};
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waituntil{(!([_unit] call FUNC(getUnconsciousCondition)) || !alive _unit)};
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[format["setUnconsciousState false - %1",_unit]] call FUNC(debug);
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sleep 0.5;
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if (_captiveSwitch) then {
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[_unit, false] call FUNC(setCaptiveSwitch);
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};
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_unit setUnconscious false;
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[_unit, false, QGVAR(StateUnconscious), side group _unit] call FUNC(switchToGroupSide_f);
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// Ensure we are waiting at least a minimum period before checking if we can wake up the unit again, allows for temp knock outs
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if ((time - _startingTime) >= _minWaitingTime) exitwith {
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if (isPlayer _unit) then {
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[false] call FUNC(effectBlackOut);
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[true] call FUNC(setVolume_f);
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["unconscious", false] call FUNC(disableUserInput_f);
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} else {
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[_unit, false] call FUNC(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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// Wait until the unit is no longer unconscious
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if (!([_unit] call FUNC(getUnconsciousCondition))) then {
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waituntil {!([_unit] call FUNC(beingCarried))};
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if (alive _unit) then {
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if (vehicle _unit == _unit) then {
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[format["Resetting unit animiation to normal %1",_unit]] call FUNC(debug);
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//[_unit,"",false] call FUNC(broadcastAnim);
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[_unit,"amovppnemstpsnonwnondnon",false] call FUNC(broadcastAnim);
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} else {
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[format["Resetting unit animiation to oldAnimation %1 - %2",_unit, _oldAnimation]] call FUNC(debug);
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[_unit, _oldAnimation,false] call FUNC(broadcastAnim);
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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 FUNC(setCaptiveSwitch);
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};
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_unit setUnconscious false;
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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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// 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 EFUNC(GUI,effectBlackOut);
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[true] call FUNC(setVolume_f);
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["unconscious", false] call FUNC(disableUserInput_f);
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} else {
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[_unit, false] call FUNC(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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// Move unit out of unconscious state
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_unit setvariable [QGVAR(StateUnconscious), false, true];
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};
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_unit setvariable [QGVAR(StateUnconscious), false, true];
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};
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[[_unit, false],"setUnconsciousState"] call FUNC(customEventHandler_F);
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};
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[[_unit, true],"setUnconsciousState"] call FUNC(customEventHandler_F);
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// A check to ensure that the animation is being played properly.
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// TODO: Might no longer be necessary: Have to test this in MP
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if (vehicle _unit == _unit && {animationState _unit != "deadState" && animationState _unit != "unconscious"} && {(isNull ([_unit] call FUNC(getCarriedBy)))}) then {
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[_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call FUNC(doAnimation); // Reset animations if unit starts doing wierd things.
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};
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}, 0.1, [_unit,_animState, _captiveSwitch, _originalPos, _startingTime, _minWaitingTime] ] call CBA_fnc_addPerFrameHandler;
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[[_unit, true],"setUnconsciousState"] call FUNC(raiseScriptedEvent_f);
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