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94 lines
3.6 KiB
Plaintext
94 lines
3.6 KiB
Plaintext
/*
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* Author: Glowbal
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* PFH logic for unconscious state
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*
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* Arguments:
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* 0: The unit that will be put in an unconscious state <OBJECT>
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*
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* ReturnValue:
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* nil
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*
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* Public: yes
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*/
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#include "script_component.hpp"
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private ["_unit", "_vehicleOfUnit","_minWaitingTime", "_oldAnimation", "_captiveSwitch", "_hasMovedOut", "_parachuteCheck"];
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_args = _this select 0;
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_unit = _args select 0;
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_oldAnimation = _args select 1;
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_originalPos = _args select 2;
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_startingTime = _args select 3;
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_minWaitingTime = _args select 4;
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_hasMovedOut = _args select 5;
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_parachuteCheck = _args select 6;
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if (!alive _unit) exitwith {
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[_unit, QGVAR(unconscious), false] call EFUNC(common,setCaptivityStatus);
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[_unit, false] call EFUNC(common,disableAI);
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//_unit setUnitPos _originalPos;
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_unit setUnconscious false;
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["medical_onUnconscious", [_unit, false]] call EFUNC(common,globalEvent);
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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};
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// In case the unit is no longer in an unconscious state, we are going to check if we can already reset the animation
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if !(_unit getvariable ["ACE_isUnconscious",false]) exitwith {
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// TODO, handle this with carry instead, so we can remove the PFH here.
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// Wait until the unit isn't being carried anymore, so we won't end up with wierd animations
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if !(([_unit] call FUNC(isBeingCarried)) || ([_unit] call FUNC(isBeingDragged))) then {
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if (vehicle _unit == _unit) then {
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if (animationState _unit == "AinjPpneMstpSnonWrflDnon") then {
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[_unit,"AinjPpneMstpSnonWrflDnon_rolltofront", 2] call EFUNC(common,doAnimation);
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[_unit,"amovppnemstpsnonwnondnon", 1] call EFUNC(common,doAnimation);
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} else {
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[_unit,"amovppnemstpsnonwnondnon", 2] call EFUNC(common,doAnimation);
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};
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} else {
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// Switch to the units original animation, assuming
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// TODO: what if the unit switched vehicle?
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[_unit, _oldAnimation, 2] call EFUNC(common,doAnimation);
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};
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["medical_onUnconscious", [_unit, false]] call EFUNC(common,globalEvent);
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// EXIT PFH
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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};
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if (!_hasMovedOut) then {
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// Reset the unit back to the previous captive state.
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[_unit, QGVAR(unconscious), false] call EFUNC(common,setCaptivityStatus);
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// Swhich the unit back to its original group
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//Unconscious units shouldn't be put in another group #527:
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// [_unit, false, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide);
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[_unit, false] call EFUNC(common,disableAI);
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_unit setUnitPos _originalPos; // This is not position but stance (DOWN, MIDDLE, UP)
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_unit setUnconscious false;
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// ensure this statement runs only once
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_args set [5, true];
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};
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};
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if (_parachuteCheck) then {
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if !(vehicle _unit isKindOf "ParachuteBase") then {
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[_unit, [_unit] call EFUNC(common,getDeathAnim), 1, true] call EFUNC(common,doAnimation);
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_args set [6, false];
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};
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};
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if (!local _unit) exitwith {
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_args set [ 4, _minWaitingTime - (time - _startingTime)];
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_unit setvariable [QGVAR(unconsciousArguments), _args, true];
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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};
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// Ensure we are waiting at least a minimum period before checking if we can wake up the unit again, allows for temp knock outs
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if ((time - _startingTime) >= _minWaitingTime) exitwith {
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if (!([_unit] call FUNC(getUnconsciousCondition))) then {
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_unit setvariable ["ACE_isUnconscious", false, true];
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};
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};
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