/* * Author: Glowbal * PFH logic for unconscious state * * Arguments: * 0: PFEH - * 0: The unit that will be put in an unconscious state * 1: unitPos (stance) * 2: Starting Time * 3: Minimum Waiting Time * 4: Has Moved Out * 5: Parachute Check * 1: PFEH ID * * Return Value: * None * * Example: * [[unit,"pos", 5, 5, true, false], 5], "classname"] call ace_medical_fnc_unconsciousPFH * * Public: yes */ #include "script_component.hpp" params ["_args", "_idPFH"]; _args params ["_unit", "_originalPos", "_startingTime", "_minWaitingTime", "_hasMovedOut", "_parachuteCheck"]; TRACE_6("ACE_DEBUG_Unconscious_PFH",_unit, _originalPos, _startingTime, _minWaitingTime, _hasMovedOut, _parachuteCheck); if (!alive _unit) exitWith { if ("ACE_FakePrimaryWeapon" in (weapons _unit)) then { TRACE_1("Removing fake weapon [on death]",_unit); _unit removeWeapon "ACE_FakePrimaryWeapon"; }; if (GVAR(moveUnitsFromGroupOnUnconscious)) then { [_unit, false, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide); }; [_unit, "setHidden", "ace_unconscious", false] call EFUNC(common,statusEffect_set); [_unit, false] call EFUNC(common,disableAI); //_unit setUnitPos _originalPos; [_unit, "isUnconscious"] call EFUNC(common,unmuteUnit); ["ace_unconscious", [_unit, false]] call CBA_fnc_globalEvent; TRACE_3("ACE_DEBUG_Unconscious_Exit",_unit, (!alive _unit) , "ace_unconscious"); [_idPFH] 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 { TRACE_7("ACE_DEBUG_Unconscious_PFH",_unit, _args, [_unit] call FUNC(isBeingCarried), [_unit] call FUNC(isBeingDragged), _idPFH, _unit getVariable QGVAR(unconsciousArguments),animationState _unit); //Unmute the unit before the carry check _unit setVariable ["tf_voiceVolume", 1, true]; _unit setVariable ["tf_unable_to_use_radio", false, true]; _unit setVariable ["acre_sys_core_isDisabled", false, true]; // 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 FUNC(isBeingCarried)) || ([_unit] call FUNC(isBeingDragged))) then { if ("ACE_FakePrimaryWeapon" in (weapons _unit)) then { TRACE_1("Removing fake weapon [on wakeup]",_unit); _unit removeWeapon "ACE_FakePrimaryWeapon"; }; if (vehicle _unit == _unit) then { if (animationState _unit == "AinjPpneMstpSnonWrflDnon") then { [_unit,"AinjPpneMstpSnonWrflDnon_rolltofront", 2] call EFUNC(common,doAnimation); [_unit,"amovppnemstpsnonwnondnon", 1] call EFUNC(common,doAnimation); } else { [_unit,"amovppnemstpsnonwnondnon", 2] call EFUNC(common,doAnimation); }; } else { private _vehicle = vehicle _unit; private _oldVehicleAnimation = _unit getVariable [QGVAR(vehicleAwakeAnim), []]; private _awakeInVehicleAnimation = ""; if (((count _oldVehicleAnimation) > 0) && {(_oldVehicleAnimation select 0) == _vehicle}) then { _awakeInVehicleAnimation = _oldVehicleAnimation select 1; }; //Make sure we have a valid, non-terminal animation: if ((_awakeInVehicleAnimation != "") && {(getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> _awakeInVehicleAnimation >> "terminal")) == 0}) then { [_unit, _awakeInVehicleAnimation, 2] call EFUNC(common,doAnimation); } else { //Don't have a valid animation saved, reset the unit animation with a moveInXXX TRACE_1("No Valid Animation, doing seat reset", _awakeInVehicleAnimation); private _slotInfo = []; {if ((_x select 0) == _unit) exitWith {_slotInfo = _x;};} forEach (fullCrew _vehicle); if (_slotInfo isEqualTo []) exitWith {ERROR("No _slotInfo?");}; //Move the unit out: _unit setPosASL ((getPosASL _unit) vectorAdd [0,0,100]); //Move the unit back into old seat: if ((_slotInfo select 1) == "driver") then { _unit moveInDriver _vehicle; } else { if ((_slotInfo select 1) == "cargo") then { _unit moveInCargo [_vehicle, (_slotInfo select 2)]; } else { _unit moveInTurret [_vehicle, (_slotInfo select 3)]; }; }; }; }; _unit setVariable [QGVAR(vehicleAwakeAnim), nil]; ["ace_unconscious", [_unit, false]] call CBA_fnc_globalEvent; // EXIT PFH [_idPFH] call CBA_fnc_removePerFrameHandler; }; if (!_hasMovedOut) then { // Reset the unit back to the previous captive state. [_unit, "setHidden", "ace_unconscious", false] call EFUNC(common,statusEffect_set); // Swhich the unit back to its original group //Unconscious units shouldn't be put in another group #527: if (GVAR(moveUnitsFromGroupOnUnconscious)) then { [_unit, false, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide); }; [_unit, false] call EFUNC(common,disableAI); _unit setUnitPos _originalPos; // This is not position but stance (DOWN, MIDDLE, UP) _unit setUnconscious false; [_unit, "isUnconscious"] call EFUNC(common,unmuteUnit); // ensure this statement runs only once _args set [4, true]; }; }; if (_parachuteCheck) then { if !(vehicle _unit isKindOf "ParachuteBase") then { [_unit, [_unit] call EFUNC(common,getDeathAnim), 1, true] call EFUNC(common,doAnimation); _args set [5, false]; }; }; if (!local _unit) exitWith { TRACE_6("ACE_DEBUG_Unconscious_PFH",_unit, _args, _startingTime, _minWaitingTime, _idPFH, _unit getVariable QGVAR(unconsciousArguments)); _args set [3, _minWaitingTime - (CBA_missionTime - _startingTime)]; _unit setVariable [QGVAR(unconsciousArguments), _args, true]; [_idPFH] call CBA_fnc_removePerFrameHandler; }; // 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 ((CBA_missionTime - _startingTime) >= _minWaitingTime) exitWith { TRACE_2("ACE_DEBUG_Unconscious_Temp knock outs",_unit, [_unit] call FUNC(getUnconsciousCondition)); if (!([_unit] call FUNC(getUnconsciousCondition))) then { _unit setVariable ["ACE_isUnconscious", false, true]; }; };