/** * fn_setWeaponsCorrectUnconscious.sqf * @Descr: Ensures the weapon of a unit is selected correctly for the unconscious state. Prefents wierd animation behaviour * @Author: Glowbal * * @Arguments: [unit OBJECT] * @Return: void * @PublicAPI: false */ #include "script_component.hpp" private ["_unit"]; _unit = _this select 0; if ((vehicle _unit) isKindOf "StaticWeapon") then { moveOut _unit; unassignVehicle _unit; //unassignVehicle _unit; //_unit action ["eject", vehicle _unit]; }; if (vehicle _unit == _unit) then { if (currentWeapon _unit == secondaryWeapon _unit) then { reload _unit; }; }; if (animationState _unit in ["ladderriflestatic","laddercivilstatic"]) then { _unit action ["ladderOff", (nearestBuilding _unit)]; }; if (vehicle _unit == _unit) then { if (currentWeapon _unit == secondaryWeapon _unit) then { _unit selectWeapon (primaryWeapon _unit); _unit switchMove ""; _unit playmoveNow ""; }; };