/** * fn_setUnconsciousState.sqf * @Descr: Sets a unit in the unconscious state * @Author: Glowbal * * @Arguments: [unit OBJECT] * @Return: void * @PublicAPI: true */ #include "script_component.hpp" private ["_unit", "_animState", "_dAnim"]; _unit = _this select 0; if !([_unit] call FUNC(canGoUnconsciousState)) exitwith{ [format["Exit setUnconscious: %1", _this]] call EFUNC(common,debug); }; // We only want this function to work on local machines if (!local _unit) exitwith { [[_unit], QUOTE(FUNC(setUnconsciousState)), _unit, false] call EFUNC(common,execRemoteFnc); [format["Exit setUnconscious: %1", _this]] call EFUNC(common,debug); }; // 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; // 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 [_unit] call FUNC(setWeaponsCorrectUnconscious); // 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; // Handle the on screen effects if (isPlayer _unit) then { [] call EFUNC(common,closeAllDialogs_f); [true] call FUNC(effectBlackOut); ["unconscious", true] call EFUNC(common,setDisableUserInputStatus); [false] call EFUNC(common,setVolume_f); } else { _unit setUnitPos "DOWN"; [_unit, true] call EFUNC(common,disableAI_F); }; // 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_f); _captiveSwitch = [_unit, true] call EFUNC(common,setCaptiveSwitch); [_unit, [_unit] call EFUNC(common,getDeathAnim), 1, true] call EFUNC(common,doAnimation); [format["Unit moving into unconscious: %1", _this]] call EFUNC(common,debug); _startingTime = time; _minWaitingTime = (round(random(10)+5)); [{ private ["_unit", "_vehicleOfUnit","_lockSwitch","_minWaitingTime", "_oldAnimation", "_captiveSwitch"]; _args = _this select 0; _unit = _args select 0; _oldAnimation = _args select 1; _captiveSwitch = _args select 2; _originalPos = _args select 3; _startingTime = _args select 4; _minWaitingTime = _args select 5; // Since the unit is no longer alive, get rid of this PFH. if (!alive _unit) exitwith { [format["%1 Unit no longer alive, exiting"], _unit] call EFUNC(common,debug); // 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] call FUNC(isUnconscious)) exitwith { [format["%1 Unit no longer unconscious, handling exit and animation"], _unit] call EFUNC(common,debug); // 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; }; }; // 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 { [format["%1 No unconscious condition valid anymore, moving uit out of unconsciousState"], _unit] call EFUNC(common,debug); // Reset the unit back to the previous captive state. if (_captiveSwitch) then { [_unit, false] call FUNC(setCaptiveSwitch); }; _unit setUnconscious false; // Swhich the unit back to its original group [_unit, false, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide_f); // Reset any visual and audio effects for players, or enable everything again for AI. if (isPlayer _unit) then { [false] call FUNC(effectBlackOut); [true] call EFUNC(common,setVolume_f); ["unconscious", false] call EFUNC(common,setDisableUserInputStatus); } else { [_unit, false] call EFUNC(common,disableAI_F); _unit setUnitPos _originalPos; // This is not position but stance (DOWN, MIDDLE, UP) }; // Move unit out of unconscious state _unit setvariable ["ACE_isUnconscious", false, true]; [format["%1 Unit no longer unconsicous"], _unit] call EFUNC(common,debug); }; }; // 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. [format["%1 Had to reset an animation for unconscious"], _unit] call EFUNC(common,debug); }; }, 0.1, [_unit,_animState, _captiveSwitch, _originalPos, _startingTime, _minWaitingTime] ] call CBA_fnc_addPerFrameHandler;