ACE3/addons/medical/functions/fnc_unconsciousPFH.sqf
2016-07-11 19:18:40 +02:00

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