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https://github.com/acemod/ACE3.git
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108 lines
3.2 KiB
Plaintext
108 lines
3.2 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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* 1: Set unconsciouns <BOOL> (default: true)
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* 2: Minimum unconscious time <NUMBER> (default: (round(random(10)+5)))
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* 3: Force AI Unconscious (skip random death chance) <BOOL> (default: false)
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*
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* ReturnValue:
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* nil
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*
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* Example:
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* [bob, true] call ace_medical_fnc_setUnconscious;
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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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#define DEFAULT_DELAY (round(random(10)+5))
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// only run this after the settings are initialized
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if !(EGVAR(common,settingsInitFinished)) exitWith {
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EGVAR(common,runAtSettingsInitialized) pushBack [FUNC(setUnconscious), _this];
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};
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params ["_unit", ["_set", true], ["_minUnconsciousTime", DEFAULT_DELAY], ["_force", false]];
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if (_set isEqualTo (_unit getVariable ["ACE_isUnconscious", false])) exitWith {};
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if !(_set) exitWith {
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_unit setVariable ["ACE_isUnconscious", false, true];
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if (_unit getVariable [QGVAR(inReviveState), false]) then {
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_unit setVariable [QGVAR(inReviveState), nil, true];
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};
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[_unit, false] call EFUNC(medical_engine,setUnconsciousAnim);
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["ace_unconscious", [_unit, false]] call CBA_fnc_globalEvent;
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};
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if (isNull _unit || {!(_unit isKindOf "CAManBase")}) exitWith {};
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if (!local _unit) exitWith {
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[QGVAR(setUnconscious), [_unit, _set, _minUnconsciousTime, _force], _unit] call CBA_fnc_targetEvent;
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};
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_unit setVariable ["ACE_isUnconscious", true, true];
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if (_unit == ACE_player) then {
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if (visibleMap) then {openMap false};
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while {dialog} do {
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closeDialog 0;
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};
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};
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// if we have unconsciousness for AI disabled, we will kill the unit instead
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private _isDead = false;
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if (!([_unit, GVAR(remoteControlledAI)] call EFUNC(common,isPlayer)) && !_force) then {
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_enableUncon = _unit getVariable [QGVAR(enableUnconsciousnessAI), GVAR(enableUnconsciousnessAI)];
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if (_enableUncon == 0 or {_enableUncon == 1 and (random 1) < 0.5}) then {
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[_unit, true] call FUNC(setDead);
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_isDead = true;
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};
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};
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if (_isDead) exitWith {};
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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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// Unconscious units shouldn't be put in another group #527:
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if (GVAR(moveUnitsFromGroupOnUnconscious)) then {
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[_unit, true, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide);
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};
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// Delay Unconscious so the AI dont instant stop shooting on the unit #3121
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[{
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params ["_unit"];
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if (_unit getVariable ["ACE_isUnconscious", false]) then {
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[_unit, "setCaptive", "ace_unconscious", true] call EFUNC(common,statusEffect_set);
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};
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}, _unit, 3] call CBA_fnc_waitAndExecute;
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[_unit, true] call EFUNC(medical_engine,setUnconsciousAnim);
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[_unit, "Unconscious", []] call FUNC(stateEvent);
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["ace_unconscious", [_unit, true]] call CBA_fnc_globalEvent;
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// auto wake up, testing @todo
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[{
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params ["_unit", "_time"];
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!(_unit getVariable ["ACE_isUnconscious", false]) || {CBA_missionTime > _time}
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}, {
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params ["_unit"];
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if (_unit getVariable ["ACE_isUnconscious", false]) then {
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[_unit, false] call FUNC(setUnconscious);
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};
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}, [_unit, CBA_missionTime + _minUnconsciousTime]] call CBA_fnc_waitUntilAndExecute;
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