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@ -23,6 +23,9 @@ _returnAnimation = "";
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_animationState = (animationState _unit);
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_unitAnimationCfg = (configFile >> "CfgMovesMaleSdr" >> "States" >> _animationState);
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//If we're already in a terminal animation just return current
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if ((getNumber (_unitAnimationCfg >> "terminal")) == 1) exitWith {_animationState};
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_unitActionsCfg = (configFile >> "CfgMovesBasic" >> "Actions" >> (getText (_unitAnimationCfg >> "actions")));
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TRACE_2("Animation/Action", configName _unitAnimationCfg, configName _unitActionsCfg);
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@ -42,4 +45,7 @@ if ((vehicle _unit) != _unit) then {
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_returnAnimation = getText (_unitActionsCfg >> "die");
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};
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//Fallback if nothing valid found:
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if (_returnAnimation == "") then {_returnAnimation = "Unconscious"};
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_returnAnimation
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@ -35,8 +35,7 @@ if (!([_unit] call FUNC(isAwake))) then {
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if (vehicle _unit == _vehicle) then {
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_unit setVariable [QEGVAR(medical,vehicleAwakeAnim), [_vehicle, (animationState _unit)]];
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};
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[_unit,([_unit] call FUNC(getDeathAnim)), 1] call FUNC(doAnimation);
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[_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call FUNC(doAnimation);
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};
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} else {
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if ([_unit] call FUNC(isArrested)) then {
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