Changed setUnconsciousState to no longer use spawn.

This commit is contained in:
Thomas Kooi 2015-01-17 12:08:11 +01:00
parent a77082e4f7
commit 8a61f5fbb5

View File

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