Added force unconscious parameter #1205

This commit is contained in:
Glowbal 2015-05-16 15:19:19 +02:00 committed by KoffeinFlummi
parent 6439bf4e3a
commit 913c938a9d

View File

@ -17,10 +17,11 @@
#define DEFAULT_DELAY (round(random(10)+5))
private ["_unit", "_set", "_animState", "_originalPos", "_startingTime","_minWaitingTime"];
private ["_unit", "_set", "_animState", "_originalPos", "_startingTime","_minWaitingTime", "_force"];
_unit = _this select 0;
_set = if (count _this > 1) then {_this select 1} else {true};
_minWaitingTime = if (count _this > 2) then {_this select 2} else {DEFAULT_DELAY};
_force = if (count _this > 3) then {_this select 3} else {false};
// No change, fuck off. (why is there no xor?)
if (_set isEqualTo (_unit getVariable ["ACE_isUnconscious", false])) exitWith {};
@ -46,7 +47,7 @@ if (_unit == ACE_player) then {
};
// if we have unconsciousness for AI disabled, we will kill the unit instead
if !([_unit] call EFUNC(common,isPlayer)) then {
if (!([_unit] call EFUNC(common,isPlayer)) && !_force) then {
_enableUncon = _unit getVariable [QGVAR(enableUnconsciousnessAI), GVAR(enableUnconsciousnessAI)];
if (_enableUncon == 0 or {_enableUncon == 1 and (random 1) < 0.5}) exitWith {
[_unit, true] call FUNC(setDead);