/* * Author: Glowbal * PFH logic for unconscious state * * Arguments: * 0: PFEH - Args * 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 * * ReturnValue: * nil * * Public: yes */ #include "script_component.hpp" private ["_unit", "_minWaitingTime", "_slotInfo", "_hasMovedOut", "_parachuteCheck", "_args", "_originalPos", "_startingTime", "_awakeInVehicleAnimation", "_oldVehicleAnimation", "_vehicle"]; _args = _this select 0; _unit = _args select 0; _originalPos = _args select 1; _startingTime = _args select 2; _minWaitingTime = _args select 3; _hasMovedOut = _args select 4; _parachuteCheck = _args select 5; if (!alive _unit) exitwith { if (GVAR(moveUnitsFromGroupOnUnconscious)) then { [_unit, false, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide); }; [_unit, QGVAR(unconscious), false] call EFUNC(common,setCaptivityStatus); [_unit, false] call EFUNC(common,disableAI); //_unit setUnitPos _originalPos; _unit setUnconscious false; [_unit, "isUnconscious"] call EFUNC(common,unmuteUnit); ["medical_onUnconscious", [_unit, false]] call EFUNC(common,globalEvent); [(_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 FUNC(isBeingCarried)) || ([_unit] call FUNC(isBeingDragged))) then { 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 { _vehicle = vehicle _unit; _oldVehicleAnimation = _unit getVariable [QGVAR(vehicleAwakeAnim), []]; _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); _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]; ["medical_onUnconscious", [_unit, false]] call EFUNC(common,globalEvent); // 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 //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 { _args set [3, _minWaitingTime - (time - _startingTime)]; _unit setvariable [QGVAR(unconsciousArguments), _args, true]; [(_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 { if (!([_unit] call FUNC(getUnconsciousCondition))) then { _unit setvariable ["ACE_isUnconscious", false, true]; }; };