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145 lines
6.6 KiB
Plaintext
145 lines
6.6 KiB
Plaintext
/*
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* Author: Glowbal
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* PFH logic for unconscious state
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*
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* Arguments:
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* 0: PFEH - Args
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* 0: The unit that will be put in an unconscious state <OBJECT>
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* 1: unitPos (stance) <STRING>
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* 2: Starting Time <NUMBER>
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* 3: Minimum Waiting Time <NUMBER>
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* 4: Has Moved Out <BOOL>
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* 5: Parachute Check <BOOL>
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* 1: PFEH ID <NUMBER>
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*
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* ReturnValue:
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* None
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*
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* Public: yes
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*/
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#include "script_component.hpp"
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private ["_unit", "_minWaitingTime", "_slotInfo", "_hasMovedOut", "_parachuteCheck", "_args", "_originalPos", "_startingTime", "_awakeInVehicleAnimation", "_oldVehicleAnimation", "_vehicle"];
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params ["_args", "_idPFH"];
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_args params ["_unit", "_originalPos", "_startingTime", "_minWaitingTime", "_hasMovedOut", "_parachuteCheck"];
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TRACE_6("ACE_DEBUG_Unconscious_PFH",_unit, _originalPos, _startingTime, _minWaitingTime, _hasMovedOut, _parachuteCheck);
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if (!alive _unit) exitWith {
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if ("ACE_FakePrimaryWeapon" in (weapons _unit)) then {
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TRACE_1("Removing fake weapon [on death]",_unit);
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_unit removeWeapon "ACE_FakePrimaryWeapon";
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};
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if (GVAR(moveUnitsFromGroupOnUnconscious)) then {
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[_unit, false, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide);
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};
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[_unit, "setCaptive", QGVAR(unconscious), false] call EFUNC(common,statusEffect_set);
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[_unit, false] call EFUNC(common,disableAI);
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//_unit setUnitPos _originalPos;
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_unit setUnconscious false;
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[_unit, "isUnconscious"] call EFUNC(common,unmuteUnit);
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["medical_onUnconscious", [_unit, false]] call EFUNC(common,globalEvent);
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TRACE_3("ACE_DEBUG_Unconscious_Exit",_unit, (!alive _unit) , QGVAR(unconscious));
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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};
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// In case the unit is no longer in an unconscious state, we are going to check if we can already reset the animation
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if !(_unit getVariable ["ACE_isUnconscious",false]) exitWith {
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TRACE_7("ACE_DEBUG_Unconscious_PFH",_unit, _args, [_unit] call FUNC(isBeingCarried), [_unit] call FUNC(isBeingDragged), _idPFH, _unit getVariable QGVAR(unconsciousArguments),animationState _unit);
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// TODO, handle this with carry instead, so we can remove the PFH here.
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// Wait until the unit isn't being carried anymore, so we won't end up with wierd animations
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if !(([_unit] call FUNC(isBeingCarried)) || ([_unit] call FUNC(isBeingDragged))) then {
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if ("ACE_FakePrimaryWeapon" in (weapons _unit)) then {
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TRACE_1("Removing fake weapon [on wakeup]",_unit);
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_unit removeWeapon "ACE_FakePrimaryWeapon";
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};
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if (vehicle _unit == _unit) then {
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if (animationState _unit == "AinjPpneMstpSnonWrflDnon") then {
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[_unit,"AinjPpneMstpSnonWrflDnon_rolltofront", 2] call EFUNC(common,doAnimation);
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[_unit,"amovppnemstpsnonwnondnon", 1] call EFUNC(common,doAnimation);
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} else {
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[_unit,"amovppnemstpsnonwnondnon", 2] call EFUNC(common,doAnimation);
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};
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} else {
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_vehicle = vehicle _unit;
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_oldVehicleAnimation = _unit getVariable [QGVAR(vehicleAwakeAnim), []];
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_awakeInVehicleAnimation = "";
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if (((count _oldVehicleAnimation) > 0) && {(_oldVehicleAnimation select 0) == _vehicle}) then {
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_awakeInVehicleAnimation = _oldVehicleAnimation select 1;
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};
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//Make sure we have a valid, non-terminal animation:
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if ((_awakeInVehicleAnimation != "") && {(getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> _awakeInVehicleAnimation >> "terminal")) == 0}) then {
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[_unit, _awakeInVehicleAnimation, 2] call EFUNC(common,doAnimation);
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} else {
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//Don't have a valid animation saved, reset the unit animation with a moveInXXX
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TRACE_1("No Valid Animation, doing seat reset", _awakeInVehicleAnimation);
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_slotInfo = [];
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{if ((_x select 0) == _unit) exitWith {_slotInfo = _x;};} forEach (fullCrew _vehicle);
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if (_slotInfo isEqualTo []) exitWith {ERROR("No _slotInfo?");};
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//Move the unit out:
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_unit setPosASL ((getPosASL _unit) vectorAdd [0,0,100]);
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//Move the unit back into old seat:
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if ((_slotInfo select 1) == "driver") then {
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_unit moveInDriver _vehicle;
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} else {
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if ((_slotInfo select 1) == "cargo") then {
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_unit moveInCargo [_vehicle, (_slotInfo select 2)];
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} else {
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_unit moveInTurret [_vehicle, (_slotInfo select 3)];
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};
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};
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};
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};
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_unit setVariable [QGVAR(vehicleAwakeAnim), nil];
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["medical_onUnconscious", [_unit, false]] call EFUNC(common,globalEvent);
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// EXIT PFH
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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};
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if (!_hasMovedOut) then {
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// Reset the unit back to the previous captive state.
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[_unit, "setCaptive", QGVAR(unconscious), false] call EFUNC(common,statusEffect_set);
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// Swhich the unit back to its original group
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//Unconscious units shouldn't be put in another group #527:
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if (GVAR(moveUnitsFromGroupOnUnconscious)) then {
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[_unit, false, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide);
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};
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[_unit, false] call EFUNC(common,disableAI);
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_unit setUnitPos _originalPos; // This is not position but stance (DOWN, MIDDLE, UP)
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_unit setUnconscious false;
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[_unit, "isUnconscious"] call EFUNC(common,unmuteUnit);
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// ensure this statement runs only once
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_args set [4, true];
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};
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};
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if (_parachuteCheck) then {
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if !(vehicle _unit isKindOf "ParachuteBase") then {
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[_unit, [_unit] call EFUNC(common,getDeathAnim), 1, true] call EFUNC(common,doAnimation);
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_args set [5, false];
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};
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};
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if (!local _unit) exitWith {
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TRACE_6("ACE_DEBUG_Unconscious_PFH",_unit, _args, _startingTime, _minWaitingTime, _idPFH, _unit getVariable QGVAR(unconsciousArguments));
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_args set [3, _minWaitingTime - (CBA_missionTime - _startingTime)];
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_unit setVariable [QGVAR(unconsciousArguments), _args, true];
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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};
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// Ensure we are waiting at least a minimum period before checking if we can wake up the unit again, allows for temp knock outs
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if ((CBA_missionTime - _startingTime) >= _minWaitingTime) exitWith {
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TRACE_2("ACE_DEBUG_Unconscious_Temp knock outs",_unit, [_unit] call FUNC(getUnconsciousCondition));
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if (!([_unit] call FUNC(getUnconsciousCondition))) then {
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_unit setVariable ["ACE_isUnconscious", false, true];
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};
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};
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