// Load_wounded.sqf // OCTOBER 2010 - norrin // Updated December 2019 - JasonTM private ["_wounded","_vehicle","_group","_medic"]; _wounded = _this select 0; _medic = _this select 1; _vehicle = _this select 2; // Check to see that the first passed object matches local player object if (player != _wounded) exitWith {}; if !(r_player_unconscious) exitWith {}; _wounded assignAsCargo _vehicle; _wounded moveInCargo _vehicle; // Animation needs to be synced on all clients. [nil, _wounded, rSWITCHMOVE, "KIA_HMMWV_Cargo01"] call RE; _wounded switchMove "KIA_HMMWV_Cargo01"; r_drag_sqf = true; while {r_drag_sqf} do { // If the player wakes up, end the loop. if (!(_wounded getVariable ["NORRN_unconscious", false])) then { uiSleep 2; // Give fn_unconsious time to finish if (vehicle _wounded != _wounded) then { // fn_unconscious does not perform an animation if the player is in a vehicle. [nil, _wounded, rSWITCHMOVE, "HMMWV_Cargo01"] call RE; _wounded switchMove "HMMWV_Cargo01"; }; r_drag_sqf = false; }; uiSleep 1; };