mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
131 lines
4.8 KiB
Plaintext
131 lines
4.8 KiB
Plaintext
/*
|
|
* 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> (default: true)
|
|
* 2: Minimum unconscious time <NUMBER> (default: (round(random(10)+5)))
|
|
* 3: Force AI Unconscious (skip random death chance) <BOOL> (default: false)
|
|
*
|
|
* Return Value:
|
|
* None
|
|
*
|
|
* Example:
|
|
* [bob, true] call ace_medical_fnc_setUnconscious;
|
|
*
|
|
* Public: yes
|
|
*/
|
|
|
|
#include "script_component.hpp"
|
|
|
|
#define DEFAULT_DELAY (round(random(10)+5))
|
|
|
|
// only run this after the settings are initialized
|
|
if !(EGVAR(common,settingsInitFinished)) exitWith {
|
|
EGVAR(common,runAtSettingsInitialized) pushBack [FUNC(setUnconscious), _this];
|
|
};
|
|
|
|
params ["_unit", ["_set", true], ["_minWaitingTime", DEFAULT_DELAY], ["_force", false]];
|
|
|
|
// 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 (_unit getVariable [QGVAR(inReviveState), false]) then {
|
|
_unit setVariable [QGVAR(inReviveState), nil, true];
|
|
};
|
|
};
|
|
|
|
if !(!(isNull _unit) && {(_unit isKindOf "CAManBase") && ([_unit] call EFUNC(common,isAwake))}) exitWith{};
|
|
|
|
if (!local _unit) exitWith {
|
|
[QGVAR(setUnconscious), [_unit, _set, _minWaitingTime, _force], _unit] call CBA_fnc_targetEvent;
|
|
};
|
|
|
|
_unit setVariable ["ACE_isUnconscious", true, 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
|
|
private _isDead = false;
|
|
if (!([_unit, GVAR(remoteControlledAI)] call EFUNC(common,isPlayer)) && !_force) then {
|
|
private _enableUncon = _unit getVariable [QGVAR(enableUnconsciousnessAI), GVAR(enableUnconsciousnessAI)];
|
|
if (_enableUncon == 0 or {_enableUncon == 1 and (random 1) < 0.5}) then {
|
|
[_unit, true] call FUNC(setDead);
|
|
_isDead = true;
|
|
};
|
|
};
|
|
if (_isDead) exitWith {};
|
|
|
|
// 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
|
|
if (vehicle _unit != _unit) then {
|
|
_unit setVariable [QGVAR(vehicleAwakeAnim), [(vehicle _unit), (animationState _unit)]];
|
|
};
|
|
|
|
//Save current stance:
|
|
private _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);
|
|
};
|
|
// Delay Unconscious so the AI dont instant stop shooting on the unit #3121
|
|
if (GVAR(delayUnconCaptive) == 0) then {
|
|
[_unit, "setHidden", "ace_unconscious", true] call EFUNC(common,statusEffect_set);
|
|
} else {
|
|
// when the Delay is so high that the unit can wake up and get uncon again we need to check if it is the correct wait that got executed
|
|
private _counter = _unit getVariable [QGVAR(unconsciousCounter), 0];
|
|
_counter = _counter + 1;
|
|
_unit setVariable [QGVAR(unconsciousCounter), _counter];
|
|
[{
|
|
params ["_unit", "_counter"];
|
|
if (_unit getVariable ["ACE_isUnconscious", false] && (_unit getVariable [QGVAR(unconsciousCounter), 0]) == _counter) then {
|
|
[_unit, "setHidden", "ace_unconscious", true] call EFUNC(common,statusEffect_set);
|
|
};
|
|
},[_unit, _counter], GVAR(delayUnconCaptive)] call CBA_fnc_waitAndExecute;
|
|
};
|
|
|
|
private _anim = [_unit] call EFUNC(common,getDeathAnim);
|
|
[_unit, _anim, 1, true] call EFUNC(common,doAnimation);
|
|
[{
|
|
params ["_unit", "_anim"];
|
|
if ((_unit getVariable "ACE_isUnconscious") and (animationState _unit != _anim)) then {
|
|
[_unit, _anim, 2, true] call EFUNC(common,doAnimation);
|
|
};
|
|
}, [_unit, _anim], 0.5, 0] call CBA_fnc_waitAndExecute;
|
|
|
|
private _startingTime = CBA_missionTime;
|
|
|
|
[DFUNC(unconsciousPFH), 0.1, [_unit, _originalPos, _startingTime, _minWaitingTime, false, vehicle _unit isKindOf "ParachuteBase"] ] call CBA_fnc_addPerFrameHandler;
|
|
|
|
// unconscious can't talk
|
|
[_unit, "isUnconscious"] call EFUNC(common,muteUnit);
|
|
|
|
["ace_unconscious", [_unit, true]] call CBA_fnc_globalEvent;
|