From ddb01e786593da76cb961bdf6b3a4babc45603b0 Mon Sep 17 00:00:00 2001 From: Glowbal Date: Sat, 4 Apr 2015 20:21:06 +0200 Subject: [PATCH] Improved unconscious wakeup animations --- addons/medical/functions/fnc_setUnconscious.sqf | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/addons/medical/functions/fnc_setUnconscious.sqf b/addons/medical/functions/fnc_setUnconscious.sqf index 455c2f23e3..9e68d2c3e3 100644 --- a/addons/medical/functions/fnc_setUnconscious.sqf +++ b/addons/medical/functions/fnc_setUnconscious.sqf @@ -99,7 +99,12 @@ _startingTime = time; // Wait until the unit isn't being carried anymore, so we won't end up with wierd animations if !(([_unit] call FUNC(isBeingCarried)) || ([_unit] call FUNC(isBeingDragged))) then { if (vehicle _unit == _unit) then { - [_unit,"amovppnemstpsnonwnondnon", 2] call EFUNC(common,doAnimation); + if (animationState _unit == "AinjPpneMstpSnonWrflDnon") then { + [_unit,"AinjPpneMstpSnonWrflDnon_rolltofront", 2] call EFUNC(common,doAnimation); + [_unit,"amovppnemstpsnonwnondnon", 1] call EFUNC(common,doAnimation); + } else { + [_unit,"amovppnemstpsnonwnondnon", 2] call EFUNC(common,doAnimation); + }; } else { // Switch to the units original animation, assuming // TODO: what if the unit switched vehicle?