#include "..\script_component.hpp" /* * Author: kymckay * Flips the unconscious state of the unit the module is placed on. * * Arguments: * 0: The module logic * 1: Synchronized units * 2: Activated * * Return Value: * None * * Example: * [LOGIC, [bob, kevin], true] call ace_zeus_fnc_moduleUnconscious * * Public: No */ params ["_logic"]; if !(local _logic) exitWith {}; if (isNil QEFUNC(medical,setUnconscious)) then { [LSTRING(RequiresAddon)] call FUNC(showMessage); } else { private _mouseOver = GETMVAR(bis_fnc_curatorObjectPlaced_mouseOver,[""]); if ((_mouseOver select 0) != "OBJECT") then { [LSTRING(NothingSelected)] call FUNC(showMessage); } else { private _unit = effectivecommander (_mouseOver select 1); if !(_unit isKindOf "CAManBase") then { [LSTRING(OnlyInfantry)] call FUNC(showMessage); } else { if !(alive _unit) then { [LSTRING(OnlyAlive)] call FUNC(showMessage); } else { private _unconscious = GETVAR(_unit,ACE_isUnconscious,false); if (_unconscious) then { _unit setVariable [QEGVAR(medical_statemachine,AIUnconsciousness), nil, true]; } else { _unit setVariable [QEGVAR(medical_statemachine,AIUnconsciousness), true, true]; }; // Function handles locality for me [_unit, !_unconscious, 10e10] call EFUNC(medical,setUnconscious); }; }; }; }; deleteVehicle _logic;