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https://github.com/acemod/ACE3.git
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64 lines
1.8 KiB
Plaintext
64 lines
1.8 KiB
Plaintext
/*
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* Author: commy2
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* TODO
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: State <BOOL>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* TODO
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*
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* Public: No
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*/
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#include "script_component.hpp"
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PARAMS_2(_unit,_state);
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if (!local _unit) exitWith {[_this, _fnc_scriptName, _unit] call ACE_Core_fnc_execRemoteFnc};
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if (_state) then {
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if (_unit getVariable ["ACE_isSurrender", false]) exitWith {};
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_unit setVariable ["ACE_isSurrender", true, true];
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[_unit, "ACE_Surrendered", true] call ACE_Core_fnc_setCaptivityStatus;
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_unit spawn {
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// fix for lowered rifle animation glitch
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if (currentWeapon _this != "" && {currentWeapon _this == primaryWeapon _this} && {weaponLowered _this} && {stance _this == "STAND"}) then {
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_this playMove "amovpercmstpsraswrfldnon";
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};
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while {_this getVariable ["ACE_isSurrender", false]} do {
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sleep 0.001; //sleep in UI
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if (isPlayer _this) then {showHUD false};
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if (!alive _this || {_this getVariable ["ACE_isUnconscious", false]}) then {
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_this setVariable ["ACE_isSurrender", false, true];
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} else {
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_this playMove "amovpercmstpsnonwnondnon_amovpercmstpssurwnondnon";
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};
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};
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if !(_this getVariable ["ACE_isUnconscious", false]) then {
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_this playMoveNow "AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon";
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} else {
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_this playMoveNow "unconscious";
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};
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[_this, "ACE_Surrendered", false] call ACE_Core_fnc_setCaptivityStatus;
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if (isPlayer _this) then {showHUD true};
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};
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} else {
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_unit setVariable ["ACE_isSurrender", false, true];
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};
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/*
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player playMove "AmovPercMstpSsurWnonDnon"
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player switchMove "AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon"
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*/
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