ACE3/addons/common/functions/fnc_setUnconsciousState.sqf
Thomas Kooi 83128ad3d2 Fixed minor issues with unconscious & blackout effect.
Fixed error in XEH_postInit
2015-01-17 12:35:59 +01:00

143 lines
5.5 KiB
Plaintext

/**
* fn_setUnconsciousState.sqf
* @Descr: Sets a unit in the unconscious state
* @Author: Glowbal
*
* @Arguments: [unit OBJECT]
* @Return: void
* @PublicAPI: true
*/
#include "script_component.hpp"
private ["_unit", "_animState", "_dAnim"];
_unit = _this select 0;
if !([_unit] call FUNC(canGoUnconsciousState)) exitwith{
[format["Exit setUnconscious: %1", _this]] call FUNC(debug);
};
// We only want this function to work on local machines
if (!local _unit) exitwith {
[[_unit], QUOTE(FUNC(setUnconsciousState)), _unit, false] call EFUNC(common,execRemoteFnc);
[format["Exit setUnconscious: %1", _this]] call FUNC(debug);
};
// get rid of the object we are carrying, before we go unconscious.
[_unit, ObjNull, [0,0,0]] call FUNC(carryObj);
// Set the unit in the unconscious state.
_unit setvariable [QGVAR(StateUnconscious),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
[_unit] call FUNC(setWeaponsCorrectUnconscious);
// 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;
// Handle the on screen effects
if (isPlayer _unit) then {
[] call FUNC(closeAllDialogs_f);
[true] call EFUNC(GUI,effectBlackOut);
["unconscious", true] call FUNC(disableUserInput_f);
[false] call FUNC(setVolume_f);
} else {
_unit setUnitPos "DOWN";
[_unit, true] call FUNC(disableAI_F);
};
// So the AI does not get stuck, we are moving the unit to a temp group on its own.
[_unit, true, QGVAR(StateUnconscious), side group _unit] call FUNC(switchToGroupSide_f);
_captiveSwitch = [_unit, true] call FUNC(setCaptiveSwitch);
[_unit, [_unit] call FUNC(getDeathAnim), 1, true] call FUNC(doAnimation);
[format["Unit moving into unconscious: %1", _this]] call FUNC(debug);
_startingTime = time;
_minWaitingTime = (round(random(10)+5));
[{
private ["_unit", "_vehicleOfUnit","_lockSwitch","_minWaitingTime", "_oldAnimation", "_captiveSwitch"];
_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;
// Since the unit is no longer alive, get rid of this PFH.
if (!alive _unit) exitwith {
[format["%1 Unit no longer alive, exiting"], _unit] call FUNC(debug);
// EXIT PFH
[(_this select 1)] call cba_fnc_removePerFrameHandler;
[[_unit, false],"setUnconsciousState"] call FUNC(raiseScriptedEvent_f);
};
// 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] call FUNC(isUnconscious)) exitwith {
[format["%1 Unit no longer unconscious, handling exit and animation"], _unit] call FUNC(debug);
// Wait until the unit isn't being carried anymore, so we won't end up with wierd animations
if !([_unit] call FUNC(beingCarried)) then {
if (vehicle _unit == _unit) then {
[_unit,"amovppnemstpsnonwnondnon", 1] call FUNC(doAnimation);
} else {
// Switch to the units original animation, assuming
// TODO: what if the unit switched vehicle?
[_unit, _oldAnimation, 1] call FUNC(doAnimation);
};
// EXIT PFH
[(_this select 1)] call cba_fnc_removePerFrameHandler;
[[_unit, false],"setUnconsciousState"] call FUNC(raiseScriptedEvent_f);
};
};
// 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 {
[format["%1 No unconscious condition valid anymore, moving uit out of unconsciousState"], _unit] call FUNC(debug);
// Reset the unit back to the previous captive state.
if (_captiveSwitch) then {
[_unit, false] call FUNC(setCaptiveSwitch);
};
_unit setUnconscious false;
// Swhich the unit back to its original group
[_unit, false, QGVAR(StateUnconscious), side group _unit] call FUNC(switchToGroupSide_f);
// Reset any visual and audio effects for players, or enable everything again for AI.
if (isPlayer _unit) then {
[false] call EFUNC(GUI,effectBlackOut);
[true] call FUNC(setVolume_f);
["unconscious", false] call FUNC(disableUserInput_f);
} else {
[_unit, false] call FUNC(disableAI_F);
_unit setUnitPos _originalPos; // This is not position but stance (DOWN, MIDDLE, UP)
};
// Move unit out of unconscious state
_unit setvariable [QGVAR(StateUnconscious), false, true];
[format["%1 Unit no longer unconsicous"], _unit] call FUNC(debug);
};
};
// 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 FUNC(getCarriedBy)))} && (time - _startingTime >= 0.5)) then {
[_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call FUNC(doAnimation); // Reset animations if unit starts doing wierd things.
[format["%1 Had to reset an animation for unconscious"], _unit] call FUNC(debug);
};
}, 0.1, [_unit,_animState, _captiveSwitch, _originalPos, _startingTime, _minWaitingTime] ] call CBA_fnc_addPerFrameHandler;
[[_unit, true],"setUnconsciousState"] call FUNC(raiseScriptedEvent_f);