Remove animation reset before falling unconscious

This caused the unit to briefly move to the default animation,
which looked shite.
This commit is contained in:
KoffeinFlummi 2015-04-24 22:20:16 +02:00
parent d1c95ba8a1
commit d7b961043b

View File

@ -71,8 +71,6 @@ if (vehicle _unit == _unit) then {
_unit addWeapon "ACE_FakePrimaryWeapon";
};
_unit selectWeapon (primaryWeapon _unit);
_unit switchMove "";
_unit playmoveNow "";
};
// We are storing the current animation, so we can use it later on when waking the unit up inside a vehicle
@ -89,7 +87,15 @@ if (GVAR(moveUnitsFromGroupOnUnconscious)) then {
};
[_unit, QGVAR(unconscious), true] call EFUNC(common,setCaptivityStatus);
[_unit, [_unit] call EFUNC(common,getDeathAnim), 1, true] call EFUNC(common,doAnimation);
_anim = [_unit] call EFUNC(common,getDeathAnim)
[_unit, _anim, 1, true] call EFUNC(common,doAnimation);
[{
_unit = _this select 0;
_anim = _this select 1;
if (_unit getVariable "ACE_isUnconscious") then {
[_unit, _anim, 2, true] call EFUNC(common,doAnimation);
};
}, [_unit, _anim], 2, 1] call EFUNC(common,waitAndExecute);
_startingTime = time;