mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Moved relevant functions from common to medical.
Removed unnecessary event function.
This commit is contained in:
parent
e06c5010bb
commit
8d34f98909
@ -142,21 +142,6 @@ GVAR(OldPlayerTurret) = [ACE_player] call FUNC(getTurretIndex);
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}, 0, []] call cba_fnc_addPerFrameHandler;
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[QGVAR(reviveCounter_f), 0, false, QGVAR(ADDON)] call FUNC(defineVariable);
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[QGVAR(inReviveState), false, true, QGVAR(ADDON)] call FUNC(defineVariable);
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["ACE_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(StateArrested),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(carriedBy),objNull,false,QUOTE(ADDON)] call FUNC(defineVariable);
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if (isNil QGVAR(ENABLE_REVIVE_F)) then {
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GVAR(ENABLE_REVIVE_F) = 0;
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};
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[
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{((_this select 0) getvariable [QGVAR(inReviveState), false])}
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] call EFUNC(common,registerUnconsciousCondition);
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[QGVAR(carriedObj),objNull,false,QUOTE(ADDON)] call FUNC(defineVariable);
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@ -78,7 +78,6 @@ PREP(isAutoWind);
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PREP(isEngineer);
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PREP(isEOD);
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PREP(isInBuilding);
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PREP(isMedic);
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PREP(isPlayer);
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PREP(isTurnedOut);
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PREP(letterToCode);
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@ -213,11 +212,10 @@ PREP(getCanInteract);
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PREP(canInteract);
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PREP(resetAllDefaults_f);
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PREP(broadcastSound3D_f);
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PREP(setDead);
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PREP(isAwake);
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PREP(setProne);
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PREP(raiseScriptedEvent_f);
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PREP(setDisableUserInputStatus);
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PREP(dropWeapon_f);
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@ -225,7 +223,6 @@ PREP(inWater_f);
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PREP(setVolume_f);
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PREP(closeAllDialogs_f);
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PREP(disableAI_f);
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PREP(moduleBasicRevive);
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PREP(switchToGroupSide_f);
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PREP(getFirstObjectIntersection);
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PREP(getFirstTerrainIntersection);
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@ -241,22 +238,18 @@ PREP(getCarriedObj);
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PREP(getCarriedBy);
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PREP(beingCarried);
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PREP(setCarriedBy);
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PREP(setUnconsciousState);
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PREP(isUnconscious);
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PREP(getUnconsciousCondition);
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PREP(registerUnconsciousCondition);
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PREP(setCaptiveSwitch);
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PREP(moveToTempGroup);
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PREP(canGoUnconsciousState);
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PREP(setWeaponsCorrectUnconscious);
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PREP(limitMovementSpeed);
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PREP(setArrestState);
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PREP(isArrested);
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PREP(loadPerson_F);
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PREP(loadPersonLocal_F);
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PREP(makeCopyOfBody_F);
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PREP(unloadPerson_F);
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PREP(cleanUpCopyOfBody_F);
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ADDON = true;
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@ -5,7 +5,7 @@ class CfgPatches {
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units[] = {"ACE_Box_Misc"};
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weapons[] = {"ACE_ItemCore","ACE_FakePrimaryWeapon"};
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ace_main", "ace_gui"};
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requiredAddons[] = {"ace_main"};
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author[] = {"KoffeinFlummi"};
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authorUrl = "https://github.com/KoffeinFlummi/";
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VERSION_CONFIG;
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@ -37,4 +37,3 @@ GVAR(OBJECT_VARIABLES_STORAGE) pushback [_name,_value,_defaultGlobal,_catagory,_
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missionNamespace setvariable [QGVAR(OBJECT_VARIABLES_STORAGE_) + _name, [_name,_value,_defaultGlobal,_catagory,_code, _persistent]];
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[[_name,_value,_defaultGlobal,_catagory,_code, _persistent],"variableDefined"] call FUNC(raiseScriptedEvent_f);
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@ -1,18 +0,0 @@
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/*
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* Author: KoffeinFlummi
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*
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* Checks if a unit is a medic.
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*
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* Arguments:
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* 0: unit to be checked (object)
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*
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* Return Value:
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* Bool: is unit medic?
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*/
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#include "script_component.hpp"
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private ["_unit"];
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_unit = _this select 0;
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_unit getVariable ["ACE_isMedic", (getNumber(configFile >> "CfgVehicles" >> typeOf _unit >> "attendant") == 1)]
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@ -1,64 +0,0 @@
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/**
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* fn_raiseScriptedEvent_f.sqf
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* @Descr: Execute a custom defined eventhandler.
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* @Author: Glowbal
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*
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* @Arguments: [arguments ANY, handle STRING (The name of the eventhandler)]
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* @Return: ARRAY Array containing the results of the called eventhandlers.
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* @PublicAPI: true
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*/
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#include "script_component.hpp"
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private ["_arguments","_handle","_ehCfg","_eventHandlerCollection","_eventHandlerName","_cfg","_code","_classType", "_return"];
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_arguments = _this select 0;
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_handle = _this select 1;
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// TODO figure out how we want to handle custom eventhandlers
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_eventHandlerName = (QGVAR(f_custom_eventhandlers_) + _handle);
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_eventHandlerCollection = missionNamespace getvariable _eventHandlerName;
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if (isnil "_eventHandlerCollection") then {
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_eventHandlerCollection = [];
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[format["caching Custom Eventhandler: %1",_handle]] call FUNC(debug);
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_cfg = (ConfigFile >> "ACE_Eventhandlers" >> "CustomEventHandlers" >> _handle);
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if (isClass _cfg) then {
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_numberOfEH = count _cfg;
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for "_EHiterator" from 0 to (_numberOfEH -1) /* step +1 */ do {
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//for [{_EHiterator=0}, {(_EHiterator< _numberOfEH)}, {_EHiterator=_EHiterator+1}] do {
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_ehCfg = _cfg select _EHiterator;
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if (isClass _ehCfg) then {
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_classType = (ConfigName _ehCfg);
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_code = (compile getText(_ehCfg >> "onCall"));
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_eventHandlerCollection pushback [_classType, _code];
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true;
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};
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};
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};
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_cfg = (MissionConfigFile >> "ACE_Eventhandlers" >> "CustomEventHandlers" >> _handle);
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if (isClass _cfg) then {
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_numberOfEH = count _cfg;
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for "_EHiterator" from 0 to (_numberOfEH -1) /* step +1 */ do {
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//for [{_EHiterator=0}, {(_EHiterator< _numberOfEH)}, {_EHiterator=_EHiterator+1}] do {
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_ehCfg = _cfg select _EHiterator;
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if (isClass _ehCfg) then {
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_classType = (ConfigName _ehCfg);
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_code = (compile getText(_ehCfg >> "onCall"));
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_eventHandlerCollection pushback [_classType, _code];
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true;
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};
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};
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};
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missionNamespace setvariable [_eventHandlerName, _eventHandlerCollection];
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[format["Custom Eventhandler: %1 cache: %2",_handle, _eventHandlerCollection]] call FUNC(debug);
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};
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_return = [];
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{
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_return pushback (_arguments call (_x select 1));
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}foreach _eventHandlerCollection;
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_return
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@ -19,7 +19,9 @@ _unit setvariable ["ACE_isUnconscious", nil, true];
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if (isPlayer _unit) then {
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[true] call FUNC(setVolume_f);
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[false] call FUNC(disableKeyInput_f);
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[false] call EFUNC(GUI,effectBlackOut);
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if (["ace_medical"] call FUNC(isModLoader_f)) then {
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[false] call EFUNC(medical,effectBlackOut);
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};
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if !(isnil QGVAR(DISABLE_USER_INPUT_COLLECTION_F)) then {
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// clear all disable user input
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@ -35,4 +37,3 @@ if (isPlayer _unit) then {
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};
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}foreach ([_unit] call FUNC(getAllDefinedSetVariables));
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[[_unit],"resetToDefaults"] call FUNC(raiseScriptedEvent_f);
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@ -42,4 +42,3 @@ if (_setArrest) then {
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};
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};
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[[_unit, _setArrest],"setArrestState"] call FUNC(raiseScriptedEvent_f);
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@ -1,88 +0,0 @@
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/**
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* fn_setDead.sqf
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* @Descr: Kills a unit
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* @Author: Glowbal
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*
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* @Arguments: [unit OBJECT]
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* @Return: void
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* @PublicAPI: true
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*/
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#include "script_component.hpp"
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#define TIME_BETWEEN_REVIVE_RUNS 0.5
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private ["_unit"];
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_unit = _this select 0;
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_force = false;
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if (count _this >= 2) then {
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_force = _this select 1;
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};
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if (!alive _unit) exitwith{};
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if (!local _unit) exitwith {
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[[_unit, _force], QUOTE(FUNC(setDead)), _unit, false] call BIS_fnc_MP;
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};
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if (isnil QGVAR(ENABLE_REVIVE_F)) then {
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GVAR(ENABLE_REVIVE_F) = 0;
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};
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if (((GVAR(ENABLE_REVIVE_F) == 1 && isPlayer _unit) || (GVAR(ENABLE_REVIVE_F) == 2)) && !_force && (alive (vehicle _unit))) exitwith {
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// enter revive state
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_unit setvariable [QGVAR(inReviveState), true, true];
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// Remain unconscious while in revive state
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[_unit] call FUNC(setUnconsciousState);
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// setting the revive default values
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if (isnil QGVAR(REVIVE_TIMER_F)) then {
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GVAR(REVIVE_TIMER_F) = 10;
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};
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if (isnil QGVAR(REVIVE_NUMBER_MAX_F)) then {
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GVAR(REVIVE_NUMBER_MAX_F) = -1;
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};
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[{
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private ["_unit","_playerDead","_counter"];
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_unit = (_this select 0) select 0;
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_playerDead = (_this select 0) select 1;
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// Check if a unit woke up or was already killed
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if (!([_unit] call FUNC(isUnconscious)) || !alive _unit) exitwith {
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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// Cleaning up the variables, as we no longer need them.
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_unit setvariable [QGVAR(reviveCounter_f), nil];
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_unit setvariable [QGVAR(inReviveState), nil, true];
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};
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_counter = _unit getvariable [QGVAR(reviveCounter_f), 0];
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if (_counter >= GVAR(REVIVE_TIMER_F)) exitwith{
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if (isPlayer _unit) then {
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titleText ["You died..","PLAIN DOWN"];
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};
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[_unit,"ACE_isDead", true, true] call FUNC(setDefinedVariable);
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if (_playerDead) then {
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[_unit,QGVAR(isDeadPlayer),true,true] call FUNC(setDefinedVariable);
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};
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_unit setdamage 1; // killing a unit will automatically clean up all variables.
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[[_unit, true],"killed"] call FUNC(raiseScriptedEvent_f);
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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};
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_unit setvariable [QGVAR(reviveCounter_f),_counter + TIME_BETWEEN_REVIVE_RUNS];
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}, TIME_BETWEEN_REVIVE_RUNS, [_unit, isPlayer _unit] ] call CBA_fnc_addPerFrameHandler;
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};
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[_unit,"ACE_isDead",true,true] call FUNC(setDefinedVariable);
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if (isPLayer _unit) then {
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[_unit,QGVAR(isDeadPlayer),true,true] call FUNC(setDefinedVariable);
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};
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_unit setdamage 1;
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[[_unit, false],"killed"] call FUNC(raiseScriptedEvent_f);
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@ -44,5 +44,3 @@ if (_setVolume) then {
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player setVariable ["acre_sys_core_isDisabled", true, true];
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};
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[[_setVolume],"setVolume"] call FUNC(raiseScriptedEvent_f);
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@ -62,5 +62,3 @@ if (_switch) then {
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reverse _previousGroupsList; // we have to reverse again, to ensure the list is in the right order.
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_unit setvariable [QGVAR(previousGroupSwitchTo_F), _previousGroupsList, true];
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};
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[[_unit, _switch, _id, _side],"switchToGroupSide"] call FUNC(raiseScriptedEvent_f);
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@ -38,8 +38,9 @@ GVAR(injuredUnitCollection) = [];
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[
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{(([_this select 0,QGVAR(bloodVolume)] call EFUNC(common,getDefinedVariable)) < 65)},
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{(([_this select 0,QGVAR(amountOfPain)] call EFUNC(common,getDefinedVariable)) > 48)},
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{(((_this select 0) call FUNC(getBloodLoss)) > 0.25)}
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] call EFUNC(common,registerUnconsciousCondition);
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{(((_this select 0) call FUNC(getBloodLoss)) > 0.25)},
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{((_this select 0) getvariable ["ACE_inReviveState", false])}
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] call FUNC(registerUnconsciousCondition);
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call FUNC(handleDisplayEffects);
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@ -49,6 +50,9 @@ call FUNC(handleDisplayEffects);
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["onUnconscious", FUNC(onUnconscious)] call ace_common_fnc_addEventHandler;
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["carryObjectDropped", FUNC(onCarryObjectDropped)] call ace_common_fnc_addEventHandler;
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if (isNil QGVAR(ENABLE_REVIVE_F)) then {
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GVAR(ENABLE_REVIVE_F) = 0;
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};
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// Keybindings
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@ -88,7 +92,6 @@ GVAR(keyPressed) = false;
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"keyUp"] call cba_fnc_registerKeybind;
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// Adding the treatment options for all available medical equipment.
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// Advanced Treatment options
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@ -131,11 +131,23 @@ PREP(updateIcons);
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PREP(updateUIInfo);
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PREP(useEquipment);
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PREP(cacheHandledamageCall);
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PREP(checkDamage);
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PREP(setUnconsciousState);
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PREP(isUnconscious);
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PREP(getUnconsciousCondition);
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PREP(registerUnconsciousCondition);
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PREP(cleanUpCopyOfBody_F);
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PREP(makeCopyOfBody_F);
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PREP(canGoUnconsciousState);
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PREP(setDead);
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PREP(moduleBasicRevive);
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PREP(setWeaponsCorrectUnconscious);
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PREP(setCaptiveSwitch);
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// initalize all module parameters.
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GVAR(setting_allowInstantDead) = true;
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GVAR(setting_AdvancedLevel) = 0;
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@ -28,3 +28,4 @@ class CfgAddons {
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#include "CfgVehicles.hpp"
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#include "ui\define.hpp"
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#include "ui\menu.hpp"
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#include "ui\RscTitles.hpp"
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@ -42,7 +42,7 @@ if (!alive _unit) exitwith {
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[_caller, false] call FUNC(treatmentMutex);
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[{
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_this call FUNC(actionCarryUnit);
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}, [_caller, ([_unit,_caller] call EFUNC(common,makeCopyOfBody_F)), _killOnDrop], 0.2, 0.2] call EFUNC(common,waitAndExecute);
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}, [_caller, ([_unit,_caller] call EFUNC(medical,makeCopyOfBody_F)), _killOnDrop], 0.2, 0.2] call EFUNC(common,waitAndExecute);
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};
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if !([_caller,_unit] call EFUNC(common,carryObj)) exitwith {
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@ -40,7 +40,7 @@ if (!alive _unit) exitwith {
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[_caller, false] call FUNC(treatmentMutex);
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[{
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_this call FUNC(actionDragUnit);
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}, [_caller, ([_unit,_caller] call EFUNC(common,makeCopyOfBody_F)), _killOnDrop], 0.2, 0.2] call EFUNC(common,waitAndExecute);
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}, [_caller, ([_unit,_caller] call EFUNC(medical,makeCopyOfBody_F)), _killOnDrop], 0.2, 0.2] call EFUNC(common,waitAndExecute);
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};
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if (primaryWeapon _caller == "") then {
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@ -14,4 +14,4 @@
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private ["_unit"];
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_unit = _this select 0;
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(!(isNull _unit) && {(_unit isKindOf "CaManBase") && ([_unit] call FUNC(isAwake))})
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(!(isNull _unit) && {(_unit isKindOf "CaManBase") && ([_unit] call EFUNC(common,isAwake))})
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@ -14,4 +14,4 @@ private ["_unit","_caller"];
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_caller = _this select 0;
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_target = _this select 1;
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([_caller, "ACE_itemBodyBag"] call EFUNC(common,hasItem) && {(!(alive _target) || (_target getvariable [QEGVAR(common,isDead),false]) || (_target getvariable [QEGVAR(common,inReviveState), false]))} && {(_target distance _caller) < 7.5} && (vehicle _target == _unit)); // return
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([_caller, "ACE_itemBodyBag"] call EFUNC(common,hasItem) && {(!(alive _target) || (_target getvariable [QEGVAR(common,isDead),false]) || (_target getvariable ["ACE_inReviveState", false]))} && {(_target distance _caller) < 7.5} && (vehicle _target == _unit)); // return
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@ -15,7 +15,7 @@ _unit = _this select 0;
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_copy = _unit getvariable QGVAR(copyOfBody_f);
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if (isnil "_copy") exitwith {false};
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[format["Cleaning up a copy of Body: %1 %2", _unit, _copy]] call FUNC(debug);
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[format["Cleaning up a copy of Body: %1 %2", _unit, _copy]] call EFUNC(common,debug);
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// lets clean it up
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_unit setvariable [QGVAR(originalCopy_f), nil, true];
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_unit setvariable [QGVAR(copyOfBody_f), nil, true];
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@ -52,12 +52,12 @@ waituntil{!isnil "ACE_gui" && !isnil "ACE_common"};
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if (GVAR(setting_AdvancedLevel) > 0) then {
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[
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{(([_this select 0,QGVAR(heartRate)] call EFUNC(common,getDefinedVariable)) < 20)}
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] call EFUNC(common,registerUnconsciousCondition);
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] call FUNC(registerUnconsciousCondition);
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if (GVAR(setting_allowAirwayInjuries)) then {
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[
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{(([_this select 0,QGVAR(airway)] call EFUNC(common,getDefinedVariable)) > 2)}
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] call EFUNC(common,registerUnconsciousCondition);
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] call FUNC(registerUnconsciousCondition);
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};
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};
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@ -23,10 +23,10 @@ _caller = _this select 1;
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|
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_newUnit = _group createUnit [typeof _oldBody, _position, [], 0, "NONE"];
|
||||
|
||||
_allVariables = [_oldBody] call FUNC(getAllDefinedSetVariables);
|
||||
_allVariables = [_oldBody] call EFUNC(common,getAllDefinedSetVariables);
|
||||
// [NAME (STRING), TYPENAME (STRING), VALUE (ANY), DEFAULT GLOBAL (BOOLEAN)]
|
||||
{
|
||||
[_newUnit,_x select 0, _x select 2] call FUNC(setDefinedVariable);
|
||||
[_newUnit,_x select 0, _x select 2] call EFUNC(common,setDefinedVariable);
|
||||
}foreach _allVariables;
|
||||
_newUnit setVariable [QGVAR(name),_name,true];
|
||||
|
@ -1,6 +1,6 @@
|
||||
/**
|
||||
* fn_setDead.sqf
|
||||
* @Descr: Set a unit dead from within CMS.
|
||||
* @Descr: Kills a unit
|
||||
* @Author: Glowbal
|
||||
*
|
||||
* @Arguments: [unit OBJECT]
|
||||
@ -10,15 +10,76 @@
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
#define TIME_BETWEEN_REVIVE_RUNS 0.5
|
||||
|
||||
private ["_unit"];
|
||||
_unit = _this select 0;
|
||||
_force = false;
|
||||
if (count _this >= 2) then {
|
||||
_force = _this select 1;
|
||||
};
|
||||
|
||||
if (!alive _unit) exitwith{};
|
||||
if (!local _unit) exitwith {};
|
||||
if (!local _unit) exitwith {
|
||||
[[_unit, _force], QUOTE(FUNC(setDead)), _unit, false] call BIS_fnc_MP;
|
||||
};
|
||||
|
||||
[_unit, QGVAR(amountOfPain),0,true] call EFUNC(common,setDefinedVariable);
|
||||
[_unit, QGVAR(heartRate),0,true] call EFUNC(common,setDefinedVariable);
|
||||
[_unit, QGVAR(bloodPressure), [0,0],true] call EFUNC(common,setDefinedVariable);
|
||||
[_unit, QGVAR(airway), 3, true] call EFUNC(common,setDefinedVariable);
|
||||
if (isnil QGVAR(ENABLE_REVIVE_F)) then {
|
||||
GVAR(ENABLE_REVIVE_F) = 0;
|
||||
};
|
||||
|
||||
[_unit] call EFUNC(common,setDead); // calling framework function
|
||||
if (((GVAR(ENABLE_REVIVE_F) == 1 && isPlayer _unit) || (GVAR(ENABLE_REVIVE_F) == 2)) && !_force && (alive (vehicle _unit))) exitwith {
|
||||
// enter revive state
|
||||
_unit setvariable ["ACE_inReviveState", true, true];
|
||||
|
||||
// Remain unconscious while in revive state
|
||||
[_unit] call FUNC(setUnconsciousState);
|
||||
|
||||
// setting the revive default values
|
||||
if (isnil QGVAR(REVIVE_TIMER_F)) then {
|
||||
GVAR(REVIVE_TIMER_F) = 10;
|
||||
};
|
||||
if (isnil QGVAR(REVIVE_NUMBER_MAX_F)) then {
|
||||
GVAR(REVIVE_NUMBER_MAX_F) = -1;
|
||||
};
|
||||
|
||||
[{
|
||||
private ["_unit","_playerDead","_counter"];
|
||||
_unit = (_this select 0) select 0;
|
||||
_playerDead = (_this select 0) select 1;
|
||||
|
||||
// Check if a unit woke up or was already killed
|
||||
if (!([_unit] call FUNC(isUnconscious)) || !alive _unit) exitwith {
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
|
||||
// Cleaning up the variables, as we no longer need them.
|
||||
_unit setvariable ["ACE_reviveCounterValue", nil];
|
||||
_unit setvariable ["ACE_inReviveState", nil, true];
|
||||
};
|
||||
|
||||
_counter = _unit getvariable ["ACE_reviveCounterValue", 0];
|
||||
if (_counter >= GVAR(REVIVE_TIMER_F)) exitwith{
|
||||
if (isPlayer _unit) then {
|
||||
titleText ["You died..","PLAIN DOWN"];
|
||||
};
|
||||
[_unit,"ACE_isDead", true, true] call EFUNC(common,setDefinedVariable);
|
||||
if (_playerDead) then {
|
||||
[_unit,QGVAR(isDeadPlayer),true,true] call EFUNC(common,setDefinedVariable);
|
||||
};
|
||||
|
||||
_unit setdamage 1; // killing a unit will automatically clean up all variables.
|
||||
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
};
|
||||
_unit setvariable ["ACE_reviveCounterValue",_counter + TIME_BETWEEN_REVIVE_RUNS];
|
||||
|
||||
}, TIME_BETWEEN_REVIVE_RUNS, [_unit, isPlayer _unit] ] call CBA_fnc_addPerFrameHandler;
|
||||
|
||||
};
|
||||
|
||||
[_unit,"ACE_isDead",true,true] call EFUNC(common,setDefinedVariable);
|
||||
if (isPLayer _unit) then {
|
||||
[_unit,QGVAR(isDeadPlayer),true,true] call EFUNC(common,setDefinedVariable);
|
||||
};
|
||||
|
||||
_unit setdamage 1;
|
||||
|
@ -14,17 +14,17 @@ private ["_unit", "_animState", "_dAnim"];
|
||||
_unit = _this select 0;
|
||||
|
||||
if !([_unit] call FUNC(canGoUnconsciousState)) exitwith{
|
||||
[format["Exit setUnconscious: %1", _this]] call FUNC(debug);
|
||||
[format["Exit setUnconscious: %1", _this]] call EFUNC(common,debug);
|
||||
};
|
||||
|
||||
// We only want this function to work on local machines
|
||||
if (!local _unit) exitwith {
|
||||
[[_unit], QUOTE(FUNC(setUnconsciousState)), _unit, false] call EFUNC(common,execRemoteFnc);
|
||||
[format["Exit setUnconscious: %1", _this]] call FUNC(debug);
|
||||
[format["Exit setUnconscious: %1", _this]] call EFUNC(common,debug);
|
||||
};
|
||||
|
||||
// get rid of the object we are carrying, before we go unconscious.
|
||||
[_unit, ObjNull, [0,0,0]] call FUNC(carryObj);
|
||||
[_unit, ObjNull, [0,0,0]] call EFUNC(common,carryObj);
|
||||
|
||||
// Set the unit in the unconscious state.
|
||||
_unit setvariable ["ACE_isUnconscious",true,true];
|
||||
@ -41,23 +41,23 @@ _originalPos = unitPos _unit;
|
||||
|
||||
// Handle the on screen effects
|
||||
if (isPlayer _unit) then {
|
||||
[] call FUNC(closeAllDialogs_f);
|
||||
[true] call EFUNC(GUI,effectBlackOut);
|
||||
["unconscious", true] call FUNC(setDisableUserInputStatus);
|
||||
[false] call FUNC(setVolume_f);
|
||||
[] call EFUNC(common,closeAllDialogs_f);
|
||||
[true] call FUNC(effectBlackOut);
|
||||
["unconscious", true] call EFUNC(common,setDisableUserInputStatus);
|
||||
[false] call EFUNC(common,setVolume_f);
|
||||
} else {
|
||||
_unit setUnitPos "DOWN";
|
||||
[_unit, true] call FUNC(disableAI_F);
|
||||
[_unit, true] call EFUNC(common,disableAI_F);
|
||||
};
|
||||
|
||||
// So the AI does not get stuck, we are moving the unit to a temp group on its own.
|
||||
[_unit, true, "ACE_isUnconscious", side group _unit] call FUNC(switchToGroupSide_f);
|
||||
[_unit, true, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide_f);
|
||||
|
||||
_captiveSwitch = [_unit, true] call FUNC(setCaptiveSwitch);
|
||||
[_unit, [_unit] call FUNC(getDeathAnim), 1, true] call FUNC(doAnimation);
|
||||
_captiveSwitch = [_unit, true] call EFUNC(common,setCaptiveSwitch);
|
||||
[_unit, [_unit] call EFUNC(common,getDeathAnim), 1, true] call EFUNC(common,doAnimation);
|
||||
|
||||
|
||||
[format["Unit moving into unconscious: %1", _this]] call FUNC(debug);
|
||||
[format["Unit moving into unconscious: %1", _this]] call EFUNC(common,debug);
|
||||
|
||||
|
||||
_startingTime = time;
|
||||
@ -75,28 +75,26 @@ _minWaitingTime = (round(random(10)+5));
|
||||
|
||||
// Since the unit is no longer alive, get rid of this PFH.
|
||||
if (!alive _unit) exitwith {
|
||||
[format["%1 Unit no longer alive, exiting"], _unit] call FUNC(debug);
|
||||
[format["%1 Unit no longer alive, exiting"], _unit] call EFUNC(common,debug);
|
||||
// EXIT PFH
|
||||
[(_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 {
|
||||
[format["%1 Unit no longer unconscious, handling exit and animation"], _unit] call FUNC(debug);
|
||||
[format["%1 Unit no longer unconscious, handling exit and animation"], _unit] call EFUNC(common,debug);
|
||||
// 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 !([_unit] call EFUNC(common,beingCarried)) then {
|
||||
if (vehicle _unit == _unit) then {
|
||||
[_unit,"amovppnemstpsnonwnondnon", 1] call FUNC(doAnimation);
|
||||
[_unit,"amovppnemstpsnonwnondnon", 1] call EFUNC(common,doAnimation);
|
||||
} else {
|
||||
// Switch to the units original animation, assuming
|
||||
// TODO: what if the unit switched vehicle?
|
||||
[_unit, _oldAnimation, 1] call FUNC(doAnimation);
|
||||
[_unit, _oldAnimation, 1] call EFUNC(common,doAnimation);
|
||||
};
|
||||
|
||||
// EXIT PFH
|
||||
[(_this select 1)] call cba_fnc_removePerFrameHandler;
|
||||
[[_unit, false],"setUnconsciousState"] call FUNC(raiseScriptedEvent_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
|
||||
@ -104,7 +102,7 @@ _minWaitingTime = (round(random(10)+5));
|
||||
|
||||
// Wait until the unit is no longer unconscious
|
||||
if (!([_unit] call FUNC(getUnconsciousCondition))) then {
|
||||
[format["%1 No unconscious condition valid anymore, moving uit out of unconsciousState"], _unit] call FUNC(debug);
|
||||
[format["%1 No unconscious condition valid anymore, moving uit out of unconsciousState"], _unit] call EFUNC(common,debug);
|
||||
// Reset the unit back to the previous captive state.
|
||||
if (_captiveSwitch) then {
|
||||
[_unit, false] call FUNC(setCaptiveSwitch);
|
||||
@ -112,31 +110,30 @@ _minWaitingTime = (round(random(10)+5));
|
||||
_unit setUnconscious false;
|
||||
|
||||
// Swhich the unit back to its original group
|
||||
[_unit, false, "ACE_isUnconscious", side group _unit] call FUNC(switchToGroupSide_f);
|
||||
[_unit, false, "ACE_isUnconscious", side group _unit] call EFUNC(common,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(setDisableUserInputStatus);
|
||||
[false] call FUNC(effectBlackOut);
|
||||
[true] call EFUNC(common,setVolume_f);
|
||||
["unconscious", false] call EFUNC(common,setDisableUserInputStatus);
|
||||
} else {
|
||||
[_unit, false] call FUNC(disableAI_F);
|
||||
[_unit, false] call EFUNC(common,disableAI_F);
|
||||
_unit setUnitPos _originalPos; // This is not position but stance (DOWN, MIDDLE, UP)
|
||||
};
|
||||
|
||||
// Move unit out of unconscious state
|
||||
_unit setvariable ["ACE_isUnconscious", false, true];
|
||||
[format["%1 Unit no longer unconsicous"], _unit] call FUNC(debug);
|
||||
[format["%1 Unit no longer unconsicous"], _unit] call EFUNC(common,debug);
|
||||
};
|
||||
};
|
||||
|
||||
// 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)))} && (time - _startingTime >= 0.5)) then {
|
||||
[_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call FUNC(doAnimation); // Reset animations if unit starts doing wierd things.
|
||||
[format["%1 Had to reset an animation for unconscious"], _unit] call FUNC(debug);
|
||||
if (vehicle _unit == _unit && {animationState _unit != "deadState" && animationState _unit != "unconscious"} && {(isNull ([_unit] call EFUNC(common,getCarriedBy)))} && (time - _startingTime >= 0.5)) then {
|
||||
[_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call EFUNC(common,doAnimation); // Reset animations if unit starts doing wierd things.
|
||||
[format["%1 Had to reset an animation for unconscious"], _unit] call EFUNC(common,debug);
|
||||
};
|
||||
|
||||
}, 0.1, [_unit,_animState, _captiveSwitch, _originalPos, _startingTime, _minWaitingTime] ] call CBA_fnc_addPerFrameHandler;
|
||||
|
||||
[[_unit, true],"setUnconsciousState"] call FUNC(raiseScriptedEvent_f);
|
@ -51,5 +51,10 @@
|
||||
[QGVAR(bodyPartStatusPrevious),[0,0,0,0,0,0],false, QUOTE(ADDON)] call EFUNC(common,defineVariable);
|
||||
|
||||
[QGVAR(addedToUnitLoop),false,false, QUOTE(ADDON)] call EFUNC(common,defineVariable);
|
||||
["ACE_reviveCounterValue", 0, false, QGVAR(ADDON)] call FUNC(defineVariable);
|
||||
["ACE_inReviveState", false, true, QGVAR(ADDON)] call FUNC(defineVariable);
|
||||
["ACE_isDead",false,true,QUOTE(ADDON)] call FUNC(defineVariable);
|
||||
["ACE_isUnconscious",false,true,QUOTE(ADDON)] call FUNC(defineVariable);
|
||||
["ACE_isDeadPlayer", false, true, QUOTE(ADDON)] call FUNC(defineVariable);
|
||||
|
||||
GVAR(VarDefinesCompleted) = true;
|
||||
|
Loading…
Reference in New Issue
Block a user