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57 lines
1.8 KiB
Plaintext
57 lines
1.8 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Glowbal
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* Sets a unit in the unconscious state.
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* For Internal Use: Called from the state machine.
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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 unconscious <BOOL>
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*
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* Return Value:
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* Success <BOOL>
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*
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* Example:
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* [player, true] call ace_medical_status_fnc_setUnconsciousState
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*
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* Public: No
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*/
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params ["_unit", "_active"];
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TRACE_2("setUnconsciousState",_unit,_active);
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// No change to make
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if (_active isEqualTo IS_UNCONSCIOUS(_unit)) exitWith { TRACE_2("no change",_active,IS_UNCONSCIOUS(_unit)); };
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_unit setVariable [VAR_UNCON, _active, true];
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// Toggle unit ragdoll state
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[_unit, _active] call EFUNC(medical_engine,setUnconsciousAnim);
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// Stop AI firing at unconscious units in most situations (global effect)
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[_unit, "setHidden", "ace_unconscious", _active] call EFUNC(common,statusEffect_set);
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if (_active) then {
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// Don't bother setting this if not used
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if (EGVAR(medical,spontaneousWakeUpChance) > 0) then {
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private _lastWakeUpCheck = _unit getVariable [QEGVAR(medical,lastWakeUpCheck), 0]; // could be set higher from ace_medical_fnc_setUnconscious
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TRACE_2("setting lastWakeUpCheck to max of",_lastWakeUpCheck,CBA_missionTime);
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_unit setVariable [QEGVAR(medical,lastWakeUpCheck), _lastWakeUpCheck max CBA_missionTime];
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};
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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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} else {
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// Unit has woken up, no longer need to track this
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_unit setVariable [QEGVAR(medical,lastWakeUpCheck), nil];
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};
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// This event doesn't correspond to unconscious in statemachine
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// It's for any time a unit changes consciousness (including cardiac arrest)
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["ace_unconscious", [_unit, _active]] call CBA_fnc_globalEvent;
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