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60 lines
1.7 KiB
Plaintext
60 lines
1.7 KiB
Plaintext
/*
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* Author: commy2
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* Force local unit into ragdoll / unconsciousness animation.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Is unconscious (optional, default: true) <BOOLEAN>
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*
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* Return Value:
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* None
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*
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* Example:
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* player call ace_medical_engine_fnc_setUnconsciousAnim
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params [["_unit", objNull, [objNull]], ["_isUnconscious", true, [false]]];
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if (!local _unit) exitWith {
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ERROR("Unit not local or null");
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};
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_unit setUnconscious _isUnconscious;
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if (_isUnconscious) then {
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// eject from static weapon
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if (vehicle _unit isKindOf "StaticWeapon") then {
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[_unit] call EFUNC(common,unloadPerson);
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};
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// set animation inside vehicles
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if (vehicle _unit != _unit) then {
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private _unconAnim = _unit call EFUNC(common,getDeathAnim);
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[_unit, _unconAnim] call EFUNC(common,doAnimation);
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};
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} else {
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// reset animation inside vehicles
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if (vehicle _unit != _unit) then {
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private _awakeAnim = _unit call EFUNC(common,getAwakeAnim);
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[_unit, _awakeAnim, 2] call EFUNC(common,doAnimation);
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} else {
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// and on foot
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[_unit, "AmovPpneMstpSnonWnonDnon"] call EFUNC(common,doAnimation);
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if (currentWeapon _unit == secondaryWeapon _unit && {currentWeapon _unit != ""}) then {
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[_unit, "AmovPknlMstpSrasWlnrDnon"] call EFUNC(common,doAnimation);
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};
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[{
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params ["_unit"];
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if (animationState _unit == "unconscious" && {lifeState _unit != "INCAPACITATED"}) then {
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[_unit, "AmovPpneMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
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};
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}, _unit, 0.5] call CBA_fnc_waitAndExecute;
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};
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};
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