fixed units not moving out of unconscious animation

This commit is contained in:
Glowbal 2015-04-03 20:07:39 +02:00
parent d5f0cf5cbd
commit e68e487769

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@ -94,20 +94,20 @@ _startingTime = time;
// In case the unit is no longer in an unconscious state, we are going to check if we can already reset the animation
if !(_unit getvariable ["ACE_isUnconscious",false]) exitwith {
// TODO, handle this with carry instead, so we can remove the PFH here.
// Wait until the unit isn't being carried anymore, so we won't end up with wierd animations
if !([_unit] call EFUNC(common,beingCarried)) then {
//if !([_unit] call EFUNC(common,beingCarried)) then {
if (vehicle _unit == _unit) then {
[_unit,"amovppnemstpsnonwnondnon", 1] call EFUNC(common,doAnimation);
[_unit,"amovppnemstpsnonwnondnon", 2] call EFUNC(common,doAnimation);
} else {
// Switch to the units original animation, assuming
// TODO: what if the unit switched vehicle?
[_unit, _oldAnimation, 1] call EFUNC(common,doAnimation);
[_unit, _oldAnimation, 2] call EFUNC(common,doAnimation);
};
// EXIT PFH
[(_this select 1)] call cba_fnc_removePerFrameHandler;
};
//};
if (!_hasMovedOut) then {
// Reset the unit back to the previous captive state.
[_unit, QGVAR(unconscious), false] call EFUNC(common,setCaptivityStatus);