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