ACE3/addons/zeus/functions/fnc_moduleUnconscious.sqf
2015-08-15 21:11:49 +01:00

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/*
* Author: SilentSpike
* Flips the unconscious state of the unit the module is placed on.
*
* Arguments:
* 0: The module logic <OBJECT>
* 1: Synchronized units <ARRAY>
* 2: Activated <BOOL>
*
* Return Value:
* None <NIL>
*
* Public: No
*/
#include "script_component.hpp"
params ["_logic", "_units", "_activated"];
private ["_mouseOver", "_unit", "_conscious"];
if !(_activated && local _logic) exitWith {};
if (isNil QEFUNC(medical,setUnconscious)) then {
[LSTRING(RequiresAddon)] call EFUNC(common,displayTextStructured);
} else {
_mouseOver = GETMVAR(bis_fnc_curatorObjectPlaced_mouseOver,[""]);
if ((_mouseOver select 0) != "OBJECT") then {
[LSTRING(NothingSelected)] call EFUNC(common,displayTextStructured);
} else {
_unit = effectivecommander (_mouseOver select 1);
if !(_unit isKindOf "CAManBase") then {
[LSTRING(OnlyInfantry)] call EFUNC(common,displayTextStructured);
} else {
if !(alive _unit) then {
[LSTRING(OnlyAlive)] call EFUNC(common,displayTextStructured);
} else {
_conscious = GETVAR(_unit,ACE_isUnconscious,false);
// Function handles locality for me
[_unit, !_conscious, 10e10, true] call EFUNC(medical,setUnconscious);
};
};
};
};
deleteVehicle _logic;