/* * Author: Glowbal * Sets a unit in the unconscious state. * * Arguments: * 0: The unit that will be put in an unconscious state * 1: Set unconsciouns * 2: Minimum unconscious time * * ReturnValue: * nil * * Public: yes */ #include "script_component.hpp" #define DEFAULT_DELAY (round(random(10)+5)) private ["_unit", "_set", "_animState", "_originalPos", "_captiveSwitch", "_startingTime","_minWaitingTime"]; _unit = _this select 0; _set = if (count _this > 1) then {_this select 1} else {true}; _minWaitingTime = if (count _this > 2) then {_this select 2} else {DEFAULT_DELAY}; if !(_set) exitwith { _unit setvariable ["ACE_isUnconscious", false, true]; }; if !(!(isNull _unit) && {(_unit isKindOf "CaManBase") && ([_unit] call EFUNC(common,isAwake))}) exitwith{}; if (!local _unit) exitwith { [[_unit], QUOTE(DFUNC(setUnconscious)), _unit, false] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */ }; _unit setvariable ["ACE_isUnconscious", true, true]; _unit setUnconscious true; if (_unit == ACE_player) then { if (visibleMap) then {openMap false}; while {dialog} do { closeDialog 0; }; }; // if we have unconsciousness for AI disabled, we will kill the unit instead if (!([_unit] call EFUNC(common,IsPlayer)) && (GVAR(enableUnsconsiousnessAI) == 0 || (GVAR(enableUnsconsiousnessAI) == 2 && random(1) <= 0.5))) exitwith { [_unit, true] call FUNC(setDead); // force, to avoid getting into a loop in case revive is enabled. }; // If a unit has the launcher out, it will sometimes start selecting the primairy weapon while unconscious, // therefor we force it to select the primairy weapon before going unconscious if ((vehicle _unit) isKindOf "StaticWeapon") then { moveOut _unit; unassignVehicle _unit; //_unit action ["eject", vehicle _unit]; }; if (animationState _unit in ["ladderriflestatic","laddercivilstatic"]) then { _unit action ["ladderOff", (nearestBuilding _unit)]; }; if (vehicle _unit == _unit) then { if (primaryWeapon _unit == "") then { _unit addWeapon "ACE_FakePrimaryWeapon"; }; _unit selectWeapon (primaryWeapon _unit); _unit switchMove ""; _unit playmoveNow ""; }; // We are storing the current animation, so we can use it later on when waking the unit up inside a vehicle _animState = animationState _unit; _originalPos = unitPos _unit; _unit setUnitPos "DOWN"; [_unit, true] call EFUNC(common,disableAI); // So the AI does not get stuck, we are moving the unit to a temp group on its own. //Unconscious units shouldn't be put in another group #527: if (GVAR(moveUnitsFromGroupOnUnconscious)) then { [_unit, true, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide); }; [_unit, QGVAR(unconscious), true] call EFUNC(common,setCaptivityStatus); [_unit, [_unit] call EFUNC(common,getDeathAnim), 1, true] call EFUNC(common,doAnimation); _startingTime = time; [DFUNC(unconsciousPFH), 0.1, [_unit,_animState, _originalPos, _startingTime, _minWaitingTime, false, vehicle _unit isKindOf "ParachuteBase"] ] call CBA_fnc_addPerFrameHandler; ["medical_onUnconscious", [_unit, true]] call EFUNC(common,globalEvent);