/* * Author: Glowbal * Sets a unit in the unconscious state. * * Arguments: * 0: The unit that will be put in an unconscious state * 1: Set unconsciouns * 2: Minimum unconscious time * * ReturnValue: * nil * * Public: yes */ #include "script_component.hpp" #define DEFAULT_DELAY (round(random(10)+5)) private ["_unit", "_set", "_animState", "_originalPos", "_startingTime","_minWaitingTime"]; _unit = _this select 0; _set = if (count _this > 1) then {_this select 1} else {true}; _minWaitingTime = if (count _this > 2) then {_this select 2} else {DEFAULT_DELAY}; // No change, fuck off. (why is there no xor?) if (_set isEqualTo (_unit getVariable ["ACE_isUnconscious", false])) exitWith {}; if !(_set) exitwith { _unit setvariable ["ACE_isUnconscious", false, true]; }; if !(!(isNull _unit) && {(_unit isKindOf "CAManBase") && ([_unit] call EFUNC(common,isAwake))}) exitwith{}; if (!local _unit) exitwith { [[_unit], QUOTE(DFUNC(setUnconscious)), _unit, false] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */ }; _unit setvariable ["ACE_isUnconscious", true, true]; _unit setUnconscious true; if (_unit == ACE_player) then { if (visibleMap) then {openMap false}; while {dialog} do { closeDialog 0; }; }; // if we have unconsciousness for AI disabled, we will kill the unit instead if !([_unit] call EFUNC(common,isPlayer)) then { _enableUncon = _unit getVariable [QGVAR(enableUnconsciousnessAI), GVAR(enableUnconsciousnessAI)]; if (_enableUncon == 0 or {_enableUncon == 1 and (random 1) < 0.5}) exitWith { [_unit, true] call FUNC(setDead); }; }; // 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 { [_unit] call EFUNC(common,unloadPerson); }; if (animationState _unit in ["ladderriflestatic","laddercivilstatic"]) then { _unit action ["ladderOff", (nearestBuilding _unit)]; }; if (vehicle _unit == _unit) then { if (primaryWeapon _unit == "") then { _unit addWeapon "ACE_FakePrimaryWeapon"; }; _unit selectWeapon (primaryWeapon _unit); }; // We are storing the current animation, so we can use it later on when waking the unit up inside a vehicle if (vehicle _unit != _unit) then { _unit setVariable [QGVAR(vehicleAwakeAnim), [(vehicle _unit), (animationState _unit)]]; }; //Save current stance: _originalPos = unitPos _unit; _unit setUnitPos "DOWN"; [_unit, true] call EFUNC(common,disableAI); // So the AI does not get stuck, we are moving the unit to a temp group on its own. //Unconscious units shouldn't be put in another group #527: if (GVAR(moveUnitsFromGroupOnUnconscious)) then { [_unit, true, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide); }; [_unit, QGVAR(unconscious), true] call EFUNC(common,setCaptivityStatus); _anim = [_unit] call EFUNC(common,getDeathAnim); [_unit, _anim, 1, true] call EFUNC(common,doAnimation); [{ _unit = _this select 0; _anim = _this select 1; if ((_unit getVariable "ACE_isUnconscious") and (animationState _unit != _anim)) then { [_unit, _anim, 2, true] call EFUNC(common,doAnimation); }; }, [_unit, _anim], 0.5, 0] call EFUNC(common,waitAndExecute); _startingTime = time; [DFUNC(unconsciousPFH), 0.1, [_unit, _originalPos, _startingTime, _minWaitingTime, false, vehicle _unit isKindOf "ParachuteBase"] ] call CBA_fnc_addPerFrameHandler; // unconscious can't talk [_unit, "isUnconscious"] call EFUNC(common,muteUnit); ["medical_onUnconscious", [_unit, true]] call EFUNC(common,globalEvent);