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103 lines
3.6 KiB
Plaintext
103 lines
3.6 KiB
Plaintext
/*
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* Author: Glowbal
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* Sets a unit in the unconscious state.
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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 unconsciouns <BOOL> <OPTIONAL>
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* 2: Minimum unconscious time <NUMBER> <OPTIONAL>
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*
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* ReturnValue:
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* nil
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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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#define DEFAULT_DELAY (round(random(10)+5))
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private ["_unit", "_set", "_animState", "_originalPos", "_startingTime","_minWaitingTime"];
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_unit = _this select 0;
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_set = if (count _this > 1) then {_this select 1} else {true};
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_minWaitingTime = if (count _this > 2) then {_this select 2} else {DEFAULT_DELAY};
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// No change, fuck off. (why is there no xor?)
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if (_set isEqualTo (_unit getVariable ["ACE_isUnconscious", false])) exitWith {};
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if !(_set) exitwith {
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_unit setvariable ["ACE_isUnconscious", false, true];
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};
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if !(!(isNull _unit) && {(_unit isKindOf "CAManBase") && ([_unit] call EFUNC(common,isAwake))}) exitwith{};
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if (!local _unit) exitwith {
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[[_unit], QUOTE(DFUNC(setUnconscious)), _unit, false] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
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};
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_unit setvariable ["ACE_isUnconscious", true, true];
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_unit setUnconscious true;
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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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// if we have unconsciousness for AI disabled, we will kill the unit instead
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if !([_unit] call EFUNC(common,isPlayer)) then {
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_enableUncon = _unit getVariable [QGVAR(enableUnconsciousnessAI), GVAR(enableUnconsciousnessAI)];
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if (_enableUncon == 0 or {_enableUncon == 1 and (random 1) < 0.5}) exitWith {
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[_unit, true] call FUNC(setDead);
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};
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};
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// If a unit has the launcher out, it will sometimes start selecting the primairy weapon while unconscious,
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// therefor we force it to select the primairy weapon before going unconscious
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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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if (animationState _unit in ["ladderriflestatic","laddercivilstatic"]) then {
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_unit action ["ladderOff", (nearestBuilding _unit)];
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};
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if (vehicle _unit == _unit) then {
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if (primaryWeapon _unit == "") then {
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_unit addWeapon "ACE_FakePrimaryWeapon";
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};
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_unit selectWeapon (primaryWeapon _unit);
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};
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// We are storing the current animation, so we can use it later on when waking the unit up inside a vehicle
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_animState = animationState _unit;
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_originalPos = unitPos _unit;
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_unit setUnitPos "DOWN";
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[_unit, true] call EFUNC(common,disableAI);
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// So the AI does not get stuck, we are moving the unit to a temp group on its own.
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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, true, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide);
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};
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[_unit, QGVAR(unconscious), true] call EFUNC(common,setCaptivityStatus);
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_anim = [_unit] call EFUNC(common,getDeathAnim);
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[_unit, _anim, 1, true] call EFUNC(common,doAnimation);
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[{
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_unit = _this select 0;
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_anim = _this select 1;
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if ((_unit getVariable "ACE_isUnconscious") and (animationState _unit != _anim)) then {
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[_unit, _anim, 2, true] call EFUNC(common,doAnimation);
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};
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}, [_unit, _anim], 0.5, 0] call EFUNC(common,waitAndExecute);
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_startingTime = time;
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[DFUNC(unconsciousPFH), 0.1, [_unit,_animState, _originalPos, _startingTime, _minWaitingTime, false, vehicle _unit isKindOf "ParachuteBase"] ] call CBA_fnc_addPerFrameHandler;
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// unconscious can't talk
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[_unit, "isUnconscious"] call EFUNC(common,muteUnit);
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["medical_onUnconscious", [_unit, true]] call EFUNC(common,globalEvent);
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