/* * Author: Glowbal * Sets a unit in the unconscious state. * * Arguments: * 0: The unit that will be put in an unconscious state * * ReturnValue: * nil * * Public: yes */ #include "script_component.hpp" private ["_unit", "_set", "_animState", "_originalPos", "_captiveSwitch", "_startingTime","_minWaitingTime"]; _unit = _this select 0; _set = if (count _this > 1) then {_this select 0} else {true}; if !(_set) exitwith { _unit setvariable ["ACE_isUnconscious", false,true]; }; if !(!(isNull _unit) && {(_unit isKindOf "CaManBase") && ([_unit] call EFUNC(common,isAwake))}) exitwith{}; // We only want this function to work on local machines if (!local _unit) exitwith { [[_unit], QUOTE(DFUNC(setUnconsciousState)), _unit, false] call EFUNC(common,execRemoteFnc); }; // Get rid of the object we are carrying, before we go unconscious. [_unit, ObjNull, [0,0,0]] call EFUNC(common,carryObj); // Set the unit in the unconscious state. _unit setvariable ["ACE_isUnconscious",true,true]; _unit setUnconscious true; // 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_fakeWeapon"; }; _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; // Handle the on screen effects if (isPlayer _unit) then { //[] call EFUNC(common,closeAllDialogs_f); //[true] call FUNC(effectBlackOut); //["unconscious", true] call EFUNC(common,setDisableUserInputStatus); //[false] call EFUNC(common,setVolume_f); } else { //_unit setUnitPos "DOWN"; //[_unit, true] call EFUNC(common,disableAI_F); }; // So the AI does not get stuck, we are moving the unit to a temp group on its own. [_unit, true, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide); _captiveSwitch = false; // [_unit, true] call EFUNC(common,setCaptiveSwitch); [_unit, [_unit] call EFUNC(common,getDeathAnim), 1, true] call EFUNC(common,doAnimation); _startingTime = time; _minWaitingTime = (round(random(10)+5)); [{ private ["_unit", "_vehicleOfUnit","_lockSwitch","_minWaitingTime", "_oldAnimation", "_captiveSwitch", "_hasMovedOut"]; _args = _this select 0; _unit = _args select 0; _oldAnimation = _args select 1; _captiveSwitch = _args select 2; _originalPos = _args select 3; _startingTime = _args select 4; _minWaitingTime = _args select 5; _hasMovedOut = _args select 6; // Since the unit is no longer alive, get rid of this PFH. if (!alive _unit) exitwith { // EXIT PFH [(_this select 1)] call cba_fnc_removePerFrameHandler; }; // In case the unit is no longer in an unconscious state, we are going to check if we can already reset the animation if !(_unit getvariable ["ACE_isUnconscious",false]) exitwith { // TODO, handle this with carry instead, so we can remove the PFH here. // Wait until the unit isn't being carried anymore, so we won't end up with wierd animations if !([_unit] call EFUNC(common,beingCarried)) then { if (vehicle _unit == _unit) then { [_unit,"amovppnemstpsnonwnondnon", 1] call EFUNC(common,doAnimation); } else { // Switch to the units original animation, assuming // TODO: what if the unit switched vehicle? [_unit, _oldAnimation, 1] call EFUNC(common,doAnimation); }; // EXIT PFH [(_this select 1)] call cba_fnc_removePerFrameHandler; }; if (!_hasMovedOut) then { // Reset the unit back to the previous captive state. if (_captiveSwitch) then { // [_unit, false] call EFUNC(common,setCaptiveSwitch); }; // Swhich the unit back to its original group [_unit, false, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide); // Reset any visual and audio effects for players, or enable everything again for AI. if (isPlayer _unit) then { //[false] call FUNC(effectBlackOut); //[true] call EFUNC(common,setVolume_f); //["unconscious", false] call EFUNC(common,setDisableUserInputStatus); } else { //[_unit, false] call EFUNC(common,disableAI_F); //_unit setUnitPos _originalPos; // This is not position but stance (DOWN, MIDDLE, UP) }; _unit setUnconscious false; // ensure this statement runs only once _args set [6, true]; }; }; // Ensure we are waiting at least a minimum period before checking if we can wake up the unit again, allows for temp knock outs if ((time - _startingTime) >= _minWaitingTime) exitwith { // Wait until the unit is no longer unconscious if (!([_unit] call FUNC(getUnconsciousCondition))) then { // Move unit out of unconscious state _unit setvariable ["ACE_isUnconscious", false, true]; }; }; // A check to ensure that the animation is being played properly. // TODO: Might no longer be necessary: Have to test this in MP. if (vehicle _unit == _unit && {animationState _unit != "deadState" && animationState _unit != "unconscious"} && {(isNull ([_unit] call EFUNC(common,getCarriedBy)))} && (time - _startingTime >= 0.5)) then { [_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call EFUNC(common,doAnimation); // Reset animations if unit starts doing wierd things. }; }, 0.1, [_unit,_animState, _captiveSwitch, _originalPos, _startingTime, _minWaitingTime, false] ] call CBA_fnc_addPerFrameHandler;