General - Use ace_common_fnc_isAwake where possible (#10098)

* Use `ace_common_fnc_isAwake` where possible

* Revert bad change
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johnb432 2024-07-02 21:38:14 +02:00 committed by GitHub
parent 516eb48c93
commit ee0e947611
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GPG Key ID: B5690EEEBB952194
19 changed files with 22 additions and 28 deletions

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@ -21,7 +21,6 @@ params ["_unit", "_target"];
(_target getVariable [QGVAR(isHandcuffed), false]) && (_target getVariable [QGVAR(isHandcuffed), false]) &&
{isNull (attachedTo _target)} && {isNull (attachedTo _target)} &&
{alive _target} && {_target call EFUNC(common,isAwake)} &&
{!(_target getVariable ["ACE_isUnconscious", false])} &&
{(vehicle _unit) == _unit} && {(vehicle _unit) == _unit} &&
{(vehicle _target) == _target} {(vehicle _target) == _target}

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@ -20,7 +20,7 @@
params ["_unit", "_target", "_vehicle"]; params ["_unit", "_target", "_vehicle"];
// Don't show "Load Captive" if unit is unconscious (already has "Load Patient") // Don't show "Load Captive" if unit is unconscious (already has "Load Patient")
if (_target getVariable ["ACE_isUnconscious", false]) exitWith {false}; if !(_target call EFUNC(common,isAwake)) exitWith {false};
if ((isNull _target) && {_unit getVariable [QGVAR(isEscorting), false]}) then { if ((isNull _target) && {_unit getVariable [QGVAR(isEscorting), false]}) then {
//Looking at a vehicle while escorting, get target from attached objects: //Looking at a vehicle while escorting, get target from attached objects:

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@ -39,7 +39,7 @@ if (_state) then {
_args params ["_unit", "_target", "_actionID"]; _args params ["_unit", "_target", "_actionID"];
if (_unit getVariable [QGVAR(isEscorting), false]) then { if (_unit getVariable [QGVAR(isEscorting), false]) then {
if (!alive _target || {!alive _unit} || {!canStand _target} || {!canStand _unit} || {_target getVariable ["ACE_isUnconscious", false]} || {_unit getVariable ["ACE_isUnconscious", false]} || {!isNull (attachedTo _unit)}) then { if (!canStand _target || {!canStand _unit} || {!(_target call EFUNC(common,isAwake))} || {!(_unit call EFUNC(common,isAwake))} || {!isNull (attachedTo _unit)}) then {
_unit setVariable [QGVAR(isEscorting), false, true]; _unit setVariable [QGVAR(isEscorting), false, true];
}; };
}; };

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@ -19,7 +19,7 @@
params ["_unit", "_newAnimation"]; params ["_unit", "_newAnimation"];
TRACE_2("AnimChanged",_unit,_newAnimation); TRACE_2("AnimChanged",_unit,_newAnimation);
if (_unit == (vehicle _unit)) then { if (_unit == (vehicle _unit)) then {
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then { if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {_unit call EFUNC(common,isAwake)}) then {
TRACE_1("Handcuff animation interrupted",_newAnimation); TRACE_1("Handcuff animation interrupted",_newAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation); [_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
}; };

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@ -19,7 +19,7 @@
params ["_unit", "_newAnimation"]; params ["_unit", "_newAnimation"];
TRACE_2("AnimChanged",_unit,_newAnimation); TRACE_2("AnimChanged",_unit,_newAnimation);
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then { if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {_unit call EFUNC(common,isAwake)}) then {
TRACE_1("Surrender animation interrupted",_newAnimation); TRACE_1("Surrender animation interrupted",_newAnimation);
[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation); [_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
}; };

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@ -91,7 +91,7 @@ if (_state) then {
_unit removeEventHandler ["AnimChanged", _animChangedEHID]; _unit removeEventHandler ["AnimChanged", _animChangedEHID];
_unit setVariable [QGVAR(handcuffAnimEHID), -1]; _unit setVariable [QGVAR(handcuffAnimEHID), -1];
if (((vehicle _unit) == _unit) && {!(_unit getVariable ["ACE_isUnconscious", false])}) then { if (((vehicle _unit) == _unit) && {_unit call EFUNC(common,isAwake)}) then {
//Break out of hands up animation loop //Break out of hands up animation loop
[_unit, "ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation); [_unit, "ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
}; };

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@ -86,8 +86,7 @@ if (_state) then {
}; };
}; };
if (!alive _unit) exitWith {}; if !(_unit call EFUNC(common,isAwake)) exitWith {}; //don't touch animations if unconscious
if (_unit getVariable ["ACE_isUnconscious", false]) exitWith {}; //don't touch animations if unconscious
//if we are in "hands up" animationState, crack it now //if we are in "hands up" animationState, crack it now
if (((vehicle _unit) == _unit) && {(animationState _unit) == "ACE_AmovPercMstpSsurWnonDnon"}) then { if (((vehicle _unit) == _unit) && {(animationState _unit) == "ACE_AmovPercMstpSsurWnonDnon"}) then {
@ -99,7 +98,7 @@ if (_state) then {
params ["_args", "_pfID"]; params ["_args", "_pfID"];
_args params ["_unit", "_maxTime"]; _args params ["_unit", "_maxTime"];
//If waited long enough or they re-surrendered or they are unconscious, exit loop //If waited long enough or they re-surrendered or they are unconscious, exit loop
if ((CBA_missionTime > _maxTime) || {_unit getVariable [QGVAR(isSurrendering), false]} || {_unit getVariable ["ACE_isUnconscious", false]}) exitWith { if ((CBA_missionTime > _maxTime) || {_unit getVariable [QGVAR(isSurrendering), false]} || {!(_unit call EFUNC(common,isAwake))}) exitWith {
[_pfID] call CBA_fnc_removePerFrameHandler; [_pfID] call CBA_fnc_removePerFrameHandler;
}; };
//Only break animation if they are actualy the "hands up" animation (because we are using switchmove there won't be an transition) //Only break animation if they are actualy the "hands up" animation (because we are using switchmove there won't be an transition)

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@ -29,7 +29,7 @@ if !([_unit] call EFUNC(common,isPlayer)) then {
_unit disableConversation true; _unit disableConversation true;
} else { } else {
//Sanity check to make sure we don't enable unconsious AI //Sanity check to make sure we don't enable unconsious AI
if (_unit getVariable ["ace_isunconscious", false] && alive _unit) exitWith { if (_unit getVariable ["ACE_isUnconscious", false] && alive _unit) exitWith {
ERROR("Enabling AI for unconsious unit"); ERROR("Enabling AI for unconsious unit");
}; };

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@ -22,7 +22,7 @@ params ["_unit", ["_distance", 10], ["_cargoOnly", false]];
private _nearVehicles = nearestObjects [_unit, ["Car", "Air", "Tank", "Ship_F", "Pod_Heli_Transport_04_crewed_base_F"], _distance]; private _nearVehicles = nearestObjects [_unit, ["Car", "Air", "Tank", "Ship_F", "Pod_Heli_Transport_04_crewed_base_F"], _distance];
_nearVehicles select { _nearVehicles select {
// Filter cargo seats that will eject unconscious units (e.g. quad bike) // Filter cargo seats that will eject unconscious units (e.g. quad bike)
private _canSitInCargo = (!(_unit getVariable ['ACE_isUnconscious', false])) || {(getNumber (configOf _x >> "ejectDeadCargo")) == 0}; private _canSitInCargo = (_unit call EFUNC(common,isAwake)) || {(getNumber (configOf _x >> "ejectDeadCargo")) == 0};
((fullCrew [_x, "", true]) findIf { ((fullCrew [_x, "", true]) findIf {
_x params ["_body", "_role", "_cargoIndex"]; _x params ["_body", "_role", "_cargoIndex"];
(isNull _body) // seat empty (isNull _body) // seat empty

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@ -23,4 +23,4 @@ if (isNull _target) exitWith {false};
// check if disabled for faction // check if disabled for faction
if ((faction _target) in GVAR(disabledFactions)) exitWith {false}; if ((faction _target) in GVAR(disabledFactions)) exitWith {false};
(!alive _target) || {_target getVariable ["ACE_isUnconscious", false]} !(_target call EFUNC(common,isAwake))

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@ -23,4 +23,4 @@ if (isNull _target) exitWith {false};
// check if disabled for faction // check if disabled for faction
if ((faction _target) in GVAR(disabledFactions)) exitWith {false}; if ((faction _target) in GVAR(disabledFactions)) exitWith {false};
((!alive _target) || {_target getVariable ["ACE_isUnconscious", false]}) && {_player canAdd ["ACE_dogtag_1", 1/*, true*/]} // Todo: Uncomment in 2.18 !(_target call EFUNC(common,isAwake)) && {_player canAdd ["ACE_dogtag_1", 1/*, true*/]} // Todo: Uncomment in 2.18

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@ -33,7 +33,7 @@ if (!GVAR(dragAndFire)) then {
private _inBuilding = _unit call FUNC(isObjectOnObject); private _inBuilding = _unit call FUNC(isObjectOnObject);
// Play release animation // Play release animation
if !(_unit getVariable ["ACE_isUnconscious", false]) then { if (_unit call EFUNC(common,isAwake)) then {
[_unit, "released"] call EFUNC(common,doGesture); [_unit, "released"] call EFUNC(common,doGesture);
}; };

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@ -44,7 +44,7 @@ if (_tryLoad && {!(_target isKindOf "CAManBase")} && {["ace_cargo"] call EFUNC(c
// Fix anim when aborting carrying persons // Fix anim when aborting carrying persons
if (_target isKindOf "CAManBase" || {animationState _unit in CARRY_ANIMATIONS}) then { if (_target isKindOf "CAManBase" || {animationState _unit in CARRY_ANIMATIONS}) then {
if (isNull objectParent _unit && {!(_unit getVariable ["ACE_isUnconscious", false])}) then { if (isNull objectParent _unit && {_unit call EFUNC(common,isAwake)}) then {
[_unit, "", 2] call EFUNC(common,doAnimation); [_unit, "", 2] call EFUNC(common,doAnimation);
}; };

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@ -77,7 +77,7 @@ if (_average > _gBlackOut && {GETEGVAR(medical,enabled,false) && {ACE_player cal
GVAR(GForces_CC) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[10,10,0,0,0,0.1,0.5]]; GVAR(GForces_CC) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[10,10,0,0,0,0.1,0.5]];
if !(ACE_player getVariable ["ACE_isUnconscious", false]) then { if (ACE_player call EFUNC(common,isAwake)) then {
if (_average > 0.30 * _gBlackOut) then { if (_average > 0.30 * _gBlackOut) then {
private _strength = ((_average - 0.30 * _gBlackOut) / (0.70 * _gBlackOut)) max 0; private _strength = ((_average - 0.30 * _gBlackOut) / (0.70 * _gBlackOut)) max 0;
GVAR(GForces_CC) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[2 * (1 - _strength),2 * (1 - _strength),0,0,0,0.1,0.5]]; GVAR(GForces_CC) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[2 * (1 - _strength),2 * (1 - _strength),0,0,0,0.1,0.5]];

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@ -15,4 +15,4 @@
* Public: No * Public: No
*/ */
GVAR(effects) in [2, 3] && {!GETVAR(ACE_player,ACE_isUnconscious,false)} // return GVAR(effects) in [2, 3] && {ACE_player call EFUNC(common,isAwake)} // return

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@ -18,7 +18,6 @@
params ["_unit", "_target"]; params ["_unit", "_target"];
alive _target _target call EFUNC(common,isAwake)
&& {!(_target getVariable ["ACE_isUnconscious", false])}
&& {side group _unit == side group _target} && {side group _unit == side group _target}
&& {group _unit != group _target} // return && {group _unit != group _target} // return

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@ -18,7 +18,6 @@
params ["_unit", "_target"]; params ["_unit", "_target"];
alive _target _target call EFUNC(common,isAwake)
&& {!(_target getVariable ["ACE_isUnconscious", false])}
&& {!([_target] call EFUNC(common,isPlayer))} && {!([_target] call EFUNC(common,isPlayer))}
&& {_target in units group _unit} && {_target in units group _unit}

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@ -19,6 +19,5 @@
params ["_unit", "_target"]; params ["_unit", "_target"];
_target isKindOf "CAManBase" && _target isKindOf "CAManBase" &&
{alive _target} && {_target call EFUNC(common,isAwake)} &&
{_unit distance _target < 4} && {_unit distance _target < 4} // return
{!(_target getVariable ["ACE_isUnconscious", false])} // return

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@ -44,15 +44,14 @@ if (GVAR(isSwimming) && {currentWeapon _unit isNotEqualTo ""}) then {
private _exitCondition = !( private _exitCondition = !(
(alive GVAR(attachHelper)) && (alive GVAR(attachHelper)) &&
{ alive _parent } && { alive _parent } &&
{ alive _unit } && { _unit call EFUNC(common,isAwake) } &&
{ {
currentWeapon _unit isEqualTo "" currentWeapon _unit isEqualTo ""
|| {_unit call EFUNC(common,isSwimming)} // swimming in wetsuit forces weapon in hands || {_unit call EFUNC(common,isSwimming)} // swimming in wetsuit forces weapon in hands
|| {getPosASLW _unit select 2 < -1.5} // walking-to-swimming animation in wetsuit lasts for 3 seconds || {getPosASLW _unit select 2 < -1.5} // walking-to-swimming animation in wetsuit lasts for 3 seconds
} && } &&
{ [_unit, objNull, [INTERACTION_EXCEPTIONS]] call EFUNC(common,canInteractWith) } && { [_unit, objNull, [INTERACTION_EXCEPTIONS]] call EFUNC(common,canInteractWith) } &&
{ "unconscious" isNotEqualTo toLowerANSI animationState _unit } && { "unconscious" != animationState _unit } &&
{ !(_unit getVariable ["ACE_isUnconscious", false]) } &&
{ ACE_player == _unit } { ACE_player == _unit }
); );