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