/* * Author: Glowbal, esteldunedain * Loop that handles a unit in the revive state. * * Arguments: * 0: Unit * * ReturnValue: * None * * Public: No */ #include "script_component.hpp" params ["_unit"]; // If locality changed finish the local loop // @todo: reinitiate the loop elsewhere if (!local _unit) exitWith {}; private _startTime = _unit getVariable [QGVAR(reviveStartTime), 0]; // If we are in revive state in a blown up vehicle, try to unload so that people can access the body if ((alive _unit) && {(vehicle _unit) != _unit} && {!alive (vehicle _unit)}) then { TRACE_2("Unloading", _unit, vehicle _unit); [_unit] call EFUNC(common,unloadPerson); }; // If the timer run out, let the unit die and exit the loop if (GVAR(maxReviveTime) > 0 && {CBA_missionTime - _startTime > GVAR(maxReviveTime)}) exitwith { _unit setVariable [QGVAR(inReviveState), nil, true]; _unit setVariable [QGVAR(reviveStartTime), nil]; [_unit, true] call FUNC(setDead); }; // If the unit was taken out from revive state, exit the loop if !(_unit getVariable [QGVAR(inReviveState), false]) exitwith { // Revived without dieing, so in case we have lifes, remove one. if (GVAR(amountOfReviveLives) > 0) then { _lifesLeft = _unit getVariable[QGVAR(amountOfReviveLives), GVAR(amountOfReviveLives)]; _unit setVariable [QGVAR(amountOfReviveLives), _lifesLeft - 1, true]; }; _unit setVariable [QGVAR(reviveStartTime), nil]; }; // Remove heartbeat if (GVAR(level) >= 2) then { if (_unit getVariable [QGVAR(heartRate), 60] > 0) then { _unit setVariable [QGVAR(heartRate), 0]; }; }; // Schedule the loop to be executed again 1 sec later [DFUNC(reviveStateLoop), [_unit], 1] call CBA_fnc_waitAndExecute;