// by commy2 private ["_unit", "_state"]; _unit = _this select 0; _state = _this select 1; if (!local _unit) exitWith {[_this, _fnc_scriptName, _unit] call AGM_Core_fnc_execRemoteFnc}; if (_state) then { if (_unit getVariable ["AGM_isSurrender", false]) exitWith {}; _unit setVariable ["AGM_isSurrender", true, true]; [_unit, "AGM_Surrendered", true] call AGM_Core_fnc_setCaptivityStatus; _unit spawn { // fix for lowered rifle animation glitch if (currentWeapon _this != "" && {currentWeapon _this == primaryWeapon _this} && {weaponLowered _this} && {stance _this == "STAND"}) then { _this playMove "amovpercmstpsraswrfldnon"; }; while {_this getVariable ["AGM_isSurrender", false]} do { sleep 0.001; //sleep in UI if (isPlayer _this) then {showHUD false}; if (!alive _this || {_this getVariable ["AGM_isUnconscious", false]}) then { _this setVariable ["AGM_isSurrender", false, true]; } else { _this playMove "amovpercmstpsnonwnondnon_amovpercmstpssurwnondnon"; }; }; if !(_this getVariable ["AGM_isUnconscious", false]) then { _this playMoveNow "AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon"; } else { _this playMoveNow "unconscious"; }; [_this, "AGM_Surrendered", false] call AGM_Core_fnc_setCaptivityStatus; if (isPlayer _this) then {showHUD true}; }; } else { _unit setVariable ["AGM_isSurrender", false, true]; }; /* player playMove "AmovPercMstpSsurWnonDnon" player switchMove "AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon" */