ACE3/addons/medical/functions/fnc_setUnconscious.sqf
2015-05-01 01:35:50 +02:00

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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>
* 1: Set unconsciouns <BOOL> <OPTIONAL>
* 2: Minimum unconscious time <NUMBER> <OPTIONAL>
*
* ReturnValue:
* nil
*
* Public: yes
*/
#include "script_component.hpp"
#define DEFAULT_DELAY (round(random(10)+5))
private ["_unit", "_set", "_animState", "_originalPos", "_startingTime","_minWaitingTime"];
_unit = _this select 0;
_set = if (count _this > 1) then {_this select 1} else {true};
_minWaitingTime = if (count _this > 2) then {_this select 2} else {DEFAULT_DELAY};
// No change, fuck off. (why is there no xor?)
if (_set isEqualTo (_unit getVariable ["ACE_isUnconscious", false])) exitWith {};
if !(_set) exitwith {
_unit setvariable ["ACE_isUnconscious", false, true];
};
if !(!(isNull _unit) && {(_unit isKindOf "CAManBase") && ([_unit] call EFUNC(common,isAwake))}) exitwith{};
if (!local _unit) exitwith {
[[_unit], QUOTE(DFUNC(setUnconscious)), _unit, false] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
};
_unit setvariable ["ACE_isUnconscious", true, true];
_unit setUnconscious true;
if (_unit == ACE_player) then {
if (visibleMap) then {openMap false};
while {dialog} do {
closeDialog 0;
};
};
// if we have unconsciousness for AI disabled, we will kill the unit instead
if !([_unit] call EFUNC(common,isPlayer)) then {
_enableUncon = _unit getVariable [QGVAR(enableUnconsciousnessAI), GVAR(enableUnconsciousnessAI)];
if (_enableUncon == 0 or {_enableUncon == 1 and (random 1) < 0.5}) exitWith {
[_unit, true] call FUNC(setDead);
};
};
// 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 {
[_unit] call EFUNC(common,unloadPerson);
};
if (animationState _unit in ["ladderriflestatic","laddercivilstatic"]) then {
_unit action ["ladderOff", (nearestBuilding _unit)];
};
if (vehicle _unit == _unit) then {
if (primaryWeapon _unit == "") then {
_unit addWeapon "ACE_FakePrimaryWeapon";
};
_unit selectWeapon (primaryWeapon _unit);
};
// 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.
//Unconscious units shouldn't be put in another group #527:
if (GVAR(moveUnitsFromGroupOnUnconscious)) then {
[_unit, true, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide);
};
[_unit, QGVAR(unconscious), true] call EFUNC(common,setCaptivityStatus);
_anim = [_unit] call EFUNC(common,getDeathAnim);
[_unit, _anim, 1, true] call EFUNC(common,doAnimation);
[{
_unit = _this select 0;
_anim = _this select 1;
if ((_unit getVariable "ACE_isUnconscious") and (animationState _unit != _anim)) then {
[_unit, _anim, 2, true] call EFUNC(common,doAnimation);
};
}, [_unit, _anim], 2, 1] call EFUNC(common,waitAndExecute);
_startingTime = time;
[DFUNC(unconsciousPFH), 0.1, [_unit,_animState, _originalPos, _startingTime, _minWaitingTime, false, vehicle _unit isKindOf "ParachuteBase"] ] call CBA_fnc_addPerFrameHandler;
// unconscious can't talk
[_unit, "isUnconscious"] call EFUNC(common,muteUnit);
["medical_onUnconscious", [_unit, true]] call EFUNC(common,globalEvent);