mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
09855f133a
* Fix adenosine displayname being wrong in some medical interactions * Fix unconscious units waking up while being carried staying muted
153 lines
6.8 KiB
Plaintext
153 lines
6.8 KiB
Plaintext
/*
|
|
* Author: Glowbal
|
|
* PFH logic for unconscious state
|
|
*
|
|
* Arguments:
|
|
* 0: PFEH - <ARRAY>
|
|
* 0: The unit that will be put in an unconscious state <OBJECT>
|
|
* 1: unitPos (stance) <STRING>
|
|
* 2: Starting Time <NUMBER>
|
|
* 3: Minimum Waiting Time <NUMBER>
|
|
* 4: Has Moved Out <BOOL>
|
|
* 5: Parachute Check <BOOL>
|
|
* 1: PFEH ID <NUMBER>
|
|
*
|
|
* Return Value:
|
|
* None
|
|
*
|
|
* Example:
|
|
* [[unit,"pos", 5, 5, true, false], 5], "classname"] call ace_medical_fnc_unconsciousPFH
|
|
*
|
|
* Public: yes
|
|
*/
|
|
|
|
#include "script_component.hpp"
|
|
|
|
params ["_args", "_idPFH"];
|
|
_args params ["_unit", "_originalPos", "_startingTime", "_minWaitingTime", "_hasMovedOut", "_parachuteCheck"];
|
|
|
|
TRACE_6("ACE_DEBUG_Unconscious_PFH",_unit, _originalPos, _startingTime, _minWaitingTime, _hasMovedOut, _parachuteCheck);
|
|
|
|
if (!alive _unit) exitWith {
|
|
if ("ACE_FakePrimaryWeapon" in (weapons _unit)) then {
|
|
TRACE_1("Removing fake weapon [on death]",_unit);
|
|
_unit removeWeapon "ACE_FakePrimaryWeapon";
|
|
};
|
|
if (GVAR(moveUnitsFromGroupOnUnconscious)) then {
|
|
[_unit, false, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide);
|
|
};
|
|
[_unit, "setHidden", "ace_unconscious", false] call EFUNC(common,statusEffect_set);
|
|
[_unit, false] call EFUNC(common,disableAI);
|
|
//_unit setUnitPos _originalPos;
|
|
|
|
[_unit, "isUnconscious"] call EFUNC(common,unmuteUnit);
|
|
["ace_unconscious", [_unit, false]] call CBA_fnc_globalEvent;
|
|
|
|
TRACE_3("ACE_DEBUG_Unconscious_Exit",_unit, (!alive _unit) , "ace_unconscious");
|
|
|
|
[_idPFH] 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 {
|
|
TRACE_7("ACE_DEBUG_Unconscious_PFH",_unit, _args, [_unit] call FUNC(isBeingCarried), [_unit] call FUNC(isBeingDragged), _idPFH, _unit getVariable QGVAR(unconsciousArguments),animationState _unit);
|
|
|
|
//Unmute the unit before the carry check
|
|
_unit setVariable ["tf_voiceVolume", 1, true];
|
|
_unit setVariable ["tf_unable_to_use_radio", false, true];
|
|
_unit setVariable ["acre_sys_core_isDisabled", false, true];
|
|
|
|
// 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 FUNC(isBeingCarried)) || ([_unit] call FUNC(isBeingDragged))) then {
|
|
if ("ACE_FakePrimaryWeapon" in (weapons _unit)) then {
|
|
TRACE_1("Removing fake weapon [on wakeup]",_unit);
|
|
_unit removeWeapon "ACE_FakePrimaryWeapon";
|
|
};
|
|
|
|
if (vehicle _unit == _unit) then {
|
|
if (animationState _unit == "AinjPpneMstpSnonWrflDnon") then {
|
|
[_unit,"AinjPpneMstpSnonWrflDnon_rolltofront", 2] call EFUNC(common,doAnimation);
|
|
[_unit,"amovppnemstpsnonwnondnon", 1] call EFUNC(common,doAnimation);
|
|
} else {
|
|
[_unit,"amovppnemstpsnonwnondnon", 2] call EFUNC(common,doAnimation);
|
|
};
|
|
} else {
|
|
private _vehicle = vehicle _unit;
|
|
private _oldVehicleAnimation = _unit getVariable [QGVAR(vehicleAwakeAnim), []];
|
|
private _awakeInVehicleAnimation = "";
|
|
if (((count _oldVehicleAnimation) > 0) && {(_oldVehicleAnimation select 0) == _vehicle}) then {
|
|
_awakeInVehicleAnimation = _oldVehicleAnimation select 1;
|
|
};
|
|
//Make sure we have a valid, non-terminal animation:
|
|
if ((_awakeInVehicleAnimation != "") && {(getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> _awakeInVehicleAnimation >> "terminal")) == 0}) then {
|
|
[_unit, _awakeInVehicleAnimation, 2] call EFUNC(common,doAnimation);
|
|
} else {
|
|
//Don't have a valid animation saved, reset the unit animation with a moveInXXX
|
|
TRACE_1("No Valid Animation, doing seat reset", _awakeInVehicleAnimation);
|
|
private _slotInfo = [];
|
|
{if ((_x select 0) == _unit) exitWith {_slotInfo = _x;};} forEach (fullCrew _vehicle);
|
|
if (_slotInfo isEqualTo []) exitWith {ERROR("No _slotInfo?");};
|
|
//Move the unit out:
|
|
_unit setPosASL ((getPosASL _unit) vectorAdd [0,0,100]);
|
|
//Move the unit back into old seat:
|
|
if ((_slotInfo select 1) == "driver") then {
|
|
_unit moveInDriver _vehicle;
|
|
} else {
|
|
if ((_slotInfo select 1) == "cargo") then {
|
|
_unit moveInCargo [_vehicle, (_slotInfo select 2)];
|
|
} else {
|
|
_unit moveInTurret [_vehicle, (_slotInfo select 3)];
|
|
};
|
|
};
|
|
};
|
|
};
|
|
_unit setVariable [QGVAR(vehicleAwakeAnim), nil];
|
|
|
|
["ace_unconscious", [_unit, false]] call CBA_fnc_globalEvent;
|
|
// EXIT PFH
|
|
[_idPFH] call CBA_fnc_removePerFrameHandler;
|
|
};
|
|
if (!_hasMovedOut) then {
|
|
// Reset the unit back to the previous captive state.
|
|
[_unit, "setHidden", "ace_unconscious", false] call EFUNC(common,statusEffect_set);
|
|
|
|
// Swhich the unit back to its original group
|
|
//Unconscious units shouldn't be put in another group #527:
|
|
if (GVAR(moveUnitsFromGroupOnUnconscious)) then {
|
|
[_unit, false, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide);
|
|
};
|
|
[_unit, false] call EFUNC(common,disableAI);
|
|
_unit setUnitPos _originalPos; // This is not position but stance (DOWN, MIDDLE, UP)
|
|
|
|
_unit setUnconscious false;
|
|
|
|
[_unit, "isUnconscious"] call EFUNC(common,unmuteUnit);
|
|
|
|
// ensure this statement runs only once
|
|
_args set [4, true];
|
|
};
|
|
};
|
|
|
|
if (_parachuteCheck) then {
|
|
if !(vehicle _unit isKindOf "ParachuteBase") then {
|
|
[_unit, [_unit] call EFUNC(common,getDeathAnim), 1, true] call EFUNC(common,doAnimation);
|
|
_args set [5, false];
|
|
};
|
|
};
|
|
|
|
if (!local _unit) exitWith {
|
|
TRACE_6("ACE_DEBUG_Unconscious_PFH",_unit, _args, _startingTime, _minWaitingTime, _idPFH, _unit getVariable QGVAR(unconsciousArguments));
|
|
_args set [3, _minWaitingTime - (CBA_missionTime - _startingTime)];
|
|
_unit setVariable [QGVAR(unconsciousArguments), _args, true];
|
|
[_idPFH] call CBA_fnc_removePerFrameHandler;
|
|
};
|
|
|
|
// 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 ((CBA_missionTime - _startingTime) >= _minWaitingTime) exitWith {
|
|
TRACE_2("ACE_DEBUG_Unconscious_Temp knock outs",_unit, [_unit] call FUNC(getUnconsciousCondition));
|
|
if (!([_unit] call FUNC(getUnconsciousCondition))) then {
|
|
_unit setVariable ["ACE_isUnconscious", false, true];
|
|
};
|
|
};
|