ACE3/addons/medical/functions/fnc_setUnconscious.sqf
2016-10-12 23:20:22 +02:00

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/*
* 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)
*
* ReturnValue:
* Success? <BOOLEAN>
*
* Example:
* [bob, true] call ace_medical_fnc_setUnconscious;
*
* Public: yes
*/
#include "script_component.hpp"
// only run this after the settings are initialized
if !(EGVAR(common,settingsInitFinished)) exitWith {
EGVAR(common,runAtSettingsInitialized) pushBack [FUNC(setUnconscious), _this];
};
params ["_unit", ["_knockOut", true], ["_minUnconsciousTime", DEFAULT_KNOCK_OUT_DELAY], ["_force", false]];
if (isNull _unit || {!(_unit isKindOf "CAManBase")}) exitWith {false};
if (!local _unit) exitWith {
[QGVAR(setUnconscious), [_unit, _knockOut, _minUnconsciousTime, _force], _unit] call CBA_fnc_targetEvent;
true
};
// use maximum for wake up time
if (_knockOut) then {
_unit setVariable [QGVAR(wakeUpTime), (CBA_missionTime + _minUnconsciousTime) max (_unit getVariable [QGVAR(wakeUpTime), 0])];
};
if (_knockOut isEqualTo (_unit getVariable [QGVAR(isUnconscious), false])) exitWith {false};
// --- wake up
if !(_knockOut) exitWith {
_unit setVariable [QGVAR(isUnconscious), false, true];
if (_unit getVariable [QGVAR(inReviveState), false]) then {
_unit setVariable [QGVAR(inReviveState), nil, true];
};
[_unit, false] call EFUNC(medical_engine,setUnconsciousAnim);
["ace_unconscious", [_unit, false]] call CBA_fnc_globalEvent;
true
};
// --- knock out
_unit setVariable [QGVAR(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 {
_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 {};
*/
[_unit, true] call EFUNC(medical_engine,setUnconsciousAnim);
[_unit, "Unconscious", []] call FUNC(stateEvent);
["ace_unconscious", [_unit, true]] call CBA_fnc_globalEvent;
// auto wake up
[{
params ["_unit"];
private _time = _unit getVariable [QGVAR(wakeUpTime), 0];
!(_unit getVariable [QGVAR(isUnconscious), false]) || {CBA_missionTime > _time}
}, {
params ["_unit"];
if (_unit getVariable [QGVAR(isUnconscious), false]) then {
[_unit, false] call FUNC(setUnconscious);
};
}, _unit] call CBA_fnc_waitUntilAndExecute;
true