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