#include "..\script_component.hpp" /* * Author: commy2 * Force local unit into ragdoll / unconsciousness animation. * * Arguments: * 0: Unit * 1: Is unconscious (optional, default: true) * * Return Value: * None * * Example: * [player, true] call ace_medical_engine_fnc_setUnconsciousAnim * * Public: No */ params [["_unit", objNull, [objNull]], ["_isUnconscious", true, [false]]]; TRACE_2("setUnconsciousAnim",_unit,_isUnconscious); if (!local _unit) exitWith { ERROR_1("Unit %1 not local or null",_unit); }; _unit setUnconscious _isUnconscious; if (_isUnconscious) then { // eject from static weapon if (vehicle _unit isKindOf "StaticWeapon" && {!(vehicle _unit isKindOf "Pod_Heli_Transport_04_crewed_base_F")}) then { TRACE_2("ejecting from static weapon",_unit,vehicle _unit); [_unit] call EFUNC(common,unloadPerson); }; // set animation inside vehicles if (!isNull objectParent _unit) then { private _unconAnim = _unit call EFUNC(common,getDeathAnim); TRACE_2("inVehicle - playing death anim",_unit,_unconAnim); [_unit, _unconAnim] call EFUNC(common,doAnimation); }; } else { // reset animation inside vehicles if (!isNull objectParent _unit) then { private _awakeAnim = _unit call EFUNC(common,getAwakeAnim); TRACE_2("inVehicle - playing awake anim",_unit,_awakeAnim); [_unit, _awakeAnim, 2] call EFUNC(common,doAnimation); } else { // and on foot TRACE_1("onfoot - playing standard anim",_unit); [_unit, "AmovPpneMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation); if (currentWeapon _unit == secondaryWeapon _unit && {currentWeapon _unit != ""}) then { [_unit, "AmovPknlMstpSrasWlnrDnon", 2] call EFUNC(common,doAnimation); }; [{ params ["_unit"]; TRACE_3("after delay",_unit,animationState _unit,lifeState _unit); if (!alive _unit) exitWith {}; // Fix unit being in locked animation with switchMove (If unit was unloaded from a vehicle, they may be in deadstate instead of unconscious) private _animation = animationState _unit; if ((_animation == "unconscious" || {_animation == "deadstate" || {_animation find QGVAR(uncon_anim) != -1}}) && {lifeState _unit != "INCAPACITATED"}) then { [_unit, "AmovPpneMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation); TRACE_1("forcing SwitchMove",animationState _unit); }; }, _unit, 0.5] call CBA_fnc_waitAndExecute; }; };