/* * Author: KoffeinFlummi * * Releases the given unit. * * Argument: * 0: Unit to be released (Object) * * Return value: * none */ #define ANIM_DRAG ["amovpercmstpslowwrfldnon_acinpknlmwlkslowwrfldb_2", "amovpercmstpsraswpstdnon_acinpknlmwlksnonwpstdb_2", "amovpercmstpsnonwnondnon_acinpknlmwlksnonwnondb_2", "acinpknlmstpsraswrfldnon", "acinpknlmstpsnonwpstdnon", "acinpknlmstpsnonwnondnon"] private ["_unit", "_target"]; _unit = _this select 0; _target = _this select 1; _unit removeWeapon "AGM_FakePrimaryWeapon"; _unit setVariable ["AGM_Transporting", objNull, True]; _unit setVariable ["AGM_canTreat", true, false]; _target setVariable ["AGM_isTreatable", True, True]; detach _target; _unit removeAction (_unit getVariable "AGM_Medical_ReleaseID"); // animation was already handled by fnc_loadIntoVehicle if (vehicle _target != _target) exitWith {}; if (vehicle _unit == _unit) then { if (animationState _unit in ANIM_DRAG) then { _unit playAction "released"; } else { [_unit, "", 2, True] call AGM_Core_fnc_doAnimation; }; }; if (_target getVariable ["AGM_isUnconscious", False]) then { [_target, "Unconscious", 2, True] call AGM_Core_fnc_doAnimation; };