#include "script_component.hpp" /* * Author: BaerMitUmlaut * Handles the unconscious state * * Arguments: * 0: The Unit * * Return Value: * None * * Example: * [player] call ace_medical_statemachine_fnc_handleStateUnconscious * * Public: No */ params ["_unit"]; // If the unit died the loop is finished if (!alive _unit || {!local _unit}) exitWith {}; [_unit] call EFUNC(medical_vitals,handleUnitVitals); private _painLevel = GET_PAIN_PERCEIVED(_unit); if (_painLevel > 0) then { [QEGVAR(medical,moan), [_unit, _painLevel]] call CBA_fnc_localEvent; }; // Handle spontaneous wake up from unconsciousness if (EGVAR(medical,spontaneousWakeUpChance) > 0) then { if (_unit call EFUNC(medical_status,hasStableVitals)) then { private _lastWakeUpCheck = _unit getVariable QEGVAR(medical,lastWakeUpCheck); // Handle setting being changed mid-mission and still properly check // already unconscious units, should handle locality changes as well if (isNil "_lastWakeUpCheck") exitWith { _unit setVariable [QEGVAR(medical,lastWakeUpCheck), CBA_missionTime]; }; if (CBA_missionTime - _lastWakeUpCheck > SPONTANEOUS_WAKE_UP_INTERVAL) then { TRACE_2("Checking for wake up",_unit,EGVAR(medical,spontaneousWakeUpChance)); _unit setVariable [QEGVAR(medical,lastWakeUpCheck), CBA_missionTime]; if (random 1 <= EGVAR(medical,spontaneousWakeUpChance)) then { TRACE_1("Spontaneous wake up!",_unit); [QEGVAR(medical,WakeUp), _unit] call CBA_fnc_localEvent; }; }; } else { // Unstable vitals, procrastinate the next wakeup check private _lastWakeUpCheck = _unit getVariable [QEGVAR(medical,lastWakeUpCheck), 0]; _unit setVariable [QEGVAR(medical,lastWakeUpCheck), _lastWakeUpCheck max CBA_missionTime]; }; };