/* * 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 1} 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(setUnconscious)), _unit, false] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */ }; // 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; // @todo: mute player? if (_unit == ACE_player) then { if (visibleMap) then {openMap false}; closeDialog 0; }; // 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; _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. [_unit, true, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide); [_unit, QGVAR(unconscious), true] call EFUNC(common,setCaptivityStatus); [_unit, [_unit] call EFUNC(common,getDeathAnim), 1, true] call EFUNC(common,doAnimation); _startingTime = time; _minWaitingTime = (round(random(10)+5)); [{ private ["_unit", "_vehicleOfUnit","_minWaitingTime", "_oldAnimation", "_captiveSwitch", "_hasMovedOut"]; _args = _this select 0; _unit = _args select 0; _oldAnimation = _args select 1; _originalPos = _args select 2; _startingTime = _args select 3; _minWaitingTime = _args select 4; _hasMovedOut = _args select 5; // 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. [_unit, QGVAR(unconscious), false] call EFUNC(common,setCaptivityStatus); // Swhich the unit back to its original group [_unit, false, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide); [_unit, false] call EFUNC(common,disableAI_F); _unit setUnitPos _originalPos; // This is not position but stance (DOWN, MIDDLE, UP) _unit setUnconscious false; ["medical_onUnconscious", [_unit], [_unit, false]] call EFUNC(common,targetEvent); // 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, _originalPos, _startingTime, _minWaitingTime, false] ] call CBA_fnc_addPerFrameHandler; ["medical_onUnconscious", [_unit], [_unit, true]] call EFUNC(common,targetEvent);