ACE3/addons/medical/functions/fnc_setUnconscious.sqf
2015-03-08 17:52:40 +01:00

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/*
* Author: Glowbal
* Sets a unit in the unconscious state.
*
* Arguments:
* 0: The unit that will be put in an unconscious state <OBJECT>
*
* ReturnValue:
* nil
*
* Public: yes
*/
#include "script_component.hpp"
private ["_unit", "_set", "_animState", "_originalPos", "_captiveSwitch", "_startingTime","_minWaitingTime"];
_unit = _this select 0;
_set = if (count _this > 1) then {_this select 1} else {true};
if !(_set) exitwith {
_unit setvariable ["ACE_isUnconscious", false,true];
};
if !(!(isNull _unit) && {(_unit isKindOf "CaManBase") && ([_unit] call EFUNC(common,isAwake))}) exitwith{};
// We only want this function to work on local machines
if (!local _unit) exitwith {
[[_unit], QUOTE(DFUNC(setUnconsciousState)), _unit, false] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
};
// Get rid of the object we are carrying, before we go unconscious.
[_unit, ObjNull, [0,0,0]] call EFUNC(common,carryObj);
// Set the unit in the unconscious state.
_unit setvariable ["ACE_isUnconscious", true, true];
_unit setUnconscious true;
// If a unit has the launcher out, it will sometimes start selecting the primairy weapon while unconscious,
// therefor we force it to select the primairy weapon before going unconscious
if ((vehicle _unit) isKindOf "StaticWeapon") then {
moveOut _unit;
unassignVehicle _unit;
//_unit action ["eject", vehicle _unit];
};
if (animationState _unit in ["ladderriflestatic","laddercivilstatic"]) then {
_unit action ["ladderOff", (nearestBuilding _unit)];
};
if (vehicle _unit == _unit) then {
if (primaryWeapon _unit == "") then {
_unit addWeapon "ACE_fakeWeapon";
};
_unit selectWeapon (primaryWeapon _unit);
_unit switchMove "";
_unit playmoveNow "";
};
// We are storing the current animation, so we can use it later on when waking the unit up inside a vehicle
_animState = animationState _unit;
_originalPos = unitPos _unit;
_unit setUnitPos "DOWN";
[_unit, true] call EFUNC(common,disableAI);
// So the AI does not get stuck, we are moving the unit to a temp group on its own.
[_unit, true, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide);
_captiveSwitch = [_unit, true] call EFUNC(common,setCaptiveSwitch);
[_unit, [_unit] call EFUNC(common,getDeathAnim), 1, true] call EFUNC(common,doAnimation);
_startingTime = time;
_minWaitingTime = (round(random(10)+5));
[{
private ["_unit", "_vehicleOfUnit","_lockSwitch","_minWaitingTime", "_oldAnimation", "_captiveSwitch", "_hasMovedOut"];
_args = _this select 0;
_unit = _args select 0;
_oldAnimation = _args select 1;
_captiveSwitch = _args select 2;
_originalPos = _args select 3;
_startingTime = _args select 4;
_minWaitingTime = _args select 5;
_hasMovedOut = _args select 6;
// Since the unit is no longer alive, get rid of this PFH.
if (!alive _unit) exitwith {
// EXIT PFH
[(_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 EFUNC(common,beingCarried)) then {
if (vehicle _unit == _unit) then {
[_unit,"amovppnemstpsnonwnondnon", 1] call EFUNC(common,doAnimation);
} else {
// Switch to the units original animation, assuming
// TODO: what if the unit switched vehicle?
[_unit, _oldAnimation, 1] call EFUNC(common,doAnimation);
};
// EXIT PFH
[(_this select 1)] call cba_fnc_removePerFrameHandler;
};
if (!_hasMovedOut) then {
// Reset the unit back to the previous captive state.
if (_captiveSwitch) then {
[_unit, false] call EFUNC(common,setCaptiveSwitch);
};
// Swhich the unit back to its original group
[_unit, false, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide);
[_unit, false] call EFUNC(common,disableAI_F);
_unit setUnitPos _originalPos; // This is not position but stance (DOWN, MIDDLE, UP)
_unit setUnconscious false;
["medical_onUnconscious", [_unit], [_unit, false]] call EFUNC(common,targetEvent);
// ensure this statement runs only once
_args set [6, true];
};
};
// 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 {
// Wait until the unit is no longer unconscious
if (!([_unit] call FUNC(getUnconsciousCondition))) then {
// Move unit out of unconscious state
_unit setvariable ["ACE_isUnconscious", false, true];
};
};
// A check to ensure that the animation is being played properly.
// TODO: Might no longer be necessary: Have to test this in MP.
if (vehicle _unit == _unit && {animationState _unit != "deadState" && animationState _unit != "unconscious"} && {(isNull ([_unit] call EFUNC(common,getCarriedBy)))} && (time - _startingTime >= 0.5)) then {
[_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call EFUNC(common,doAnimation); // Reset animations if unit starts doing wierd things.
};
}, 0.1, [_unit,_animState, _captiveSwitch, _originalPos, _startingTime, _minWaitingTime, false] ] call CBA_fnc_addPerFrameHandler;
["medical_onUnconscious", [_unit], [_unit, true]] call EFUNC(common,targetEvent);