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3b17cc68e1
Feature request by commy.
146 lines
5.7 KiB
Plaintext
146 lines
5.7 KiB
Plaintext
/*
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* Author: Glowbal
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* Sets a unit in the 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", "_set", "_animState", "_originalPos", "_captiveSwitch", "_startingTime","_minWaitingTime"];
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_unit = _this select 0;
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_set = if (count _this > 1) then {_this select 1} else {true};
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if !(_set) exitwith {
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_unit setvariable ["ACE_isUnconscious", false,true];
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};
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if !(!(isNull _unit) && {(_unit isKindOf "CaManBase") && ([_unit] call EFUNC(common,isAwake))}) exitwith{};
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// We only want this function to work on local machines
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if (!local _unit) exitwith {
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[[_unit], QUOTE(DFUNC(setUnconscious)), _unit, false] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
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};
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// Get rid of the object we are carrying, before we go unconscious.
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[_unit, ObjNull, [0,0,0]] call EFUNC(common,carryObj);
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// Set the unit in the unconscious state.
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_unit setvariable ["ACE_isUnconscious", true, true];
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_unit setUnconscious true;
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// @todo: mute player?
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if (_unit == ACE_player) then {
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if (visibleMap) then {openMap false};
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closeDialog 0;
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};
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// If a unit has the launcher out, it will sometimes start selecting the primairy weapon while unconscious,
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// therefor we force it to select the primairy weapon before going unconscious
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if ((vehicle _unit) isKindOf "StaticWeapon") then {
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moveOut _unit;
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unassignVehicle _unit;
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//_unit action ["eject", vehicle _unit];
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};
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if (animationState _unit in ["ladderriflestatic","laddercivilstatic"]) then {
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_unit action ["ladderOff", (nearestBuilding _unit)];
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};
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if (vehicle _unit == _unit) then {
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if (primaryWeapon _unit == "") then {
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_unit addWeapon "ACE_fakeWeapon";
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};
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_unit selectWeapon (primaryWeapon _unit);
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_unit switchMove "";
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_unit playmoveNow "";
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};
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// We are storing the current animation, so we can use it later on when waking the unit up inside a vehicle
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_animState = animationState _unit;
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_originalPos = unitPos _unit;
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_unit setUnitPos "DOWN";
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[_unit, true] call EFUNC(common,disableAI);
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// So the AI does not get stuck, we are moving the unit to a temp group on its own.
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[_unit, true, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide);
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[_unit, QGVAR(unconscious), true] call EFUNC(common,setCaptivityStatus);
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[_unit, [_unit] call EFUNC(common,getDeathAnim), 1, true] call EFUNC(common,doAnimation);
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_startingTime = time;
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_minWaitingTime = (round(random(10)+5));
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[{
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private ["_unit", "_vehicleOfUnit","_minWaitingTime", "_oldAnimation", "_captiveSwitch", "_hasMovedOut"];
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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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// Since the unit is no longer alive, get rid of this PFH.
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if (!alive _unit) exitwith {
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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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// 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 EFUNC(common,beingCarried)) then {
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if (vehicle _unit == _unit) then {
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[_unit,"amovppnemstpsnonwnondnon", 1] call EFUNC(common,doAnimation);
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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, 1] call EFUNC(common,doAnimation);
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};
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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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[_unit, false, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide);
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[_unit, false] call EFUNC(common,disableAI_F);
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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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["medical_onUnconscious", [_unit, false]] call EFUNC(common,globalEvent);
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// ensure this statement runs only once
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_args set [6, true];
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};
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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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// Wait until the unit is no longer unconscious
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if (!([_unit] call FUNC(getUnconsciousCondition))) then {
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// Move unit out of unconscious state
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_unit setvariable ["ACE_isUnconscious", false, true];
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};
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};
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// A check to ensure that the animation is being played properly.
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// TODO: Might no longer be necessary: Have to test this in MP.
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if (vehicle _unit == _unit && {animationState _unit != "deadState" && animationState _unit != "unconscious"} && {(isNull ([_unit] call EFUNC(common,getCarriedBy)))} && (time - _startingTime >= 0.5)) then {
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[_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call EFUNC(common,doAnimation); // Reset animations if unit starts doing wierd things.
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};
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}, 0.1, [_unit,_animState, _originalPos, _startingTime, _minWaitingTime, false] ] call CBA_fnc_addPerFrameHandler;
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["medical_onUnconscious", [_unit, true]] call EFUNC(common,globalEvent);
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