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Fix Load Patient/Captive actions (#5544)
* Disable (un)load patient action if unit is dead but was uncoscious before * Remove handcuffs on death (prevents stand-up ragoll restart), Don't show load patient and captive at the same time * Only allow unloading from outside - fix #5525 as discussed * Also prevent unloading captives from inside * Add debug logging
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,24 @@ | ||
/* | ||
* Author: Jonpas | ||
* Called when a unit dies. | ||
* | ||
* Arguments: | ||
* 0: Unit <OBJECT> | ||
* | ||
* Return Value: | ||
* None | ||
* | ||
* Example: | ||
* [bob] call ace_captives_fnc_handleKilled | ||
* | ||
* Public: No | ||
*/ | ||
#include "script_component.hpp" | ||
|
||
params ["_unit"]; | ||
TRACE_1("handleKilled",_unit); | ||
|
||
// Remove handcuffs on a dead unit, removing them after unit goes into ragdoll causes a stand-up twitch and restarts the ragdoll | ||
if (_unit getVariable [QGVAR(isHandcuffed), false]) then { | ||
[_unit, false] call FUNC(setHandcuffed); | ||
}; |
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