mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
fixes, tweaks
This commit is contained in:
parent
bc4c1787f9
commit
f2dfc6dc0e
@ -18,11 +18,8 @@
|
|||||||
|
|
||||||
params ["_unit", ["_reason", "unknown"]];
|
params ["_unit", ["_reason", "unknown"]];
|
||||||
|
|
||||||
// kill
|
// wait a frame to escape handleDamage
|
||||||
_unit setDamage 1;
|
[EFUNC(medical_engine,setStructuralDamage), [_unit, 1]] call CBA_fnc_execNextFrame;
|
||||||
|
|
||||||
// reset textures
|
|
||||||
[_unit, "All"] call EFUNC(medical_engine,updateBodyPartVisuals);
|
|
||||||
|
|
||||||
private _lastShooter = _unit getVariable [QEGVAR(medical_engine,lastShooter), objNull];
|
private _lastShooter = _unit getVariable [QEGVAR(medical_engine,lastShooter), objNull];
|
||||||
private _lastInstigator = _unit getVariable [QEGVAR(medical_engine,lastInstigator), objNull];
|
private _lastInstigator = _unit getVariable [QEGVAR(medical_engine,lastInstigator), objNull];
|
||||||
|
@ -28,11 +28,13 @@ if (!local _unit) exitWith {
|
|||||||
ERROR("Unit not local or null");
|
ERROR("Unit not local or null");
|
||||||
};
|
};
|
||||||
|
|
||||||
|
if !(_unit call EFUNC(common,isAwake)) exitWith {};
|
||||||
|
|
||||||
private _timeOut = [TIME_OUT_HIT, TIME_OUT_MOAN] select (_type == "moan");
|
private _timeOut = [TIME_OUT_HIT, TIME_OUT_MOAN] select (_type == "moan");
|
||||||
|
|
||||||
// Handle timeout
|
// Handle timeout
|
||||||
if (_unit getVariable [QGVAR(soundTimeout), -1] > CBA_missionTime) exitWith {};
|
if (_unit getVariable [QGVAR(soundTimeout) + _type, -1] > CBA_missionTime) exitWith {};
|
||||||
_unit setVariable [QGVAR(soundTimeout), CBA_missionTime + _timeOut];
|
_unit setVariable [QGVAR(soundTimeout) + _type, CBA_missionTime + _timeOut];
|
||||||
|
|
||||||
// Get sounds
|
// Get sounds
|
||||||
private _soundsNamespace = NAMESPACE_NULL;
|
private _soundsNamespace = NAMESPACE_NULL;
|
||||||
|
@ -104,8 +104,10 @@ if (weaponLowered _caller) then {
|
|||||||
_animDuration = _animDuration + 0.5;
|
_animDuration = _animDuration + 0.5;
|
||||||
|
|
||||||
// fix problems with lowered weapon transitions by raising the weapon first
|
// fix problems with lowered weapon transitions by raising the weapon first
|
||||||
|
if (currentWeapon _caller != "" && {_callerAnim != ""}) then {
|
||||||
_caller action ["WeaponInHand", _caller];
|
_caller action ["WeaponInHand", _caller];
|
||||||
};
|
};
|
||||||
|
};
|
||||||
|
|
||||||
if (binocular _caller != "" && {binocular _caller == currentWeapon _caller}) then {
|
if (binocular _caller != "" && {binocular _caller == currentWeapon _caller}) then {
|
||||||
_animDuration = _animDuration + 1.0;
|
_animDuration = _animDuration + 1.0;
|
||||||
|
Loading…
Reference in New Issue
Block a user