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Common - Make fnc_isAwake also check isAwake command #10436

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Dystopian
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@Dystopian Dystopian commented Oct 19, 2024

When merged this pull request will:

  • title.

isAwake command checks if alive unit is ragdolling. This state is like temporary unconscious. I know at least one method to cause it: push unit with moving vehicle quite intensely but don't kill him. The unit stops reacting to control, starts almost unconscious animation and comes round after some seconds.
Since recent Arma changes this state is not considered with lifeState command as it was before. So we need additional isAwake check.

Upd. quick testing step: player addForce [vectorDir player vectorMultiply 1000, player selectionPosition "SPINE", false];

@LinkIsGrim
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Why do we want this?

@johnb432
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This makes no sense to add: The purpose of FUNC(isAwake) is to check if the unit is conscious and alive, nothing else. Changing it could break a lot of things.

@Dystopian
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This state can not be named awake.

I found quick testing step: player addForce [vectorDir player vectorMultiply 1000, player selectionPosition "SPINE", false];
This state is really unconscious but temporary instead of classic unconscious.

Why do we want this?

Because this state should break all the actions which check for FUNC(isAwake). You do can check dogtag of unit in this state (canCheckDogtag). You do can not wipe glasses in this state (canWipeGlasses). You do can not pass magazine to unit in this state (canPassMagazine).
You can not just think about this state as unit is OK.

The purpose of FUNC(isAwake) is to check if the unit is conscious and alive

This and isAwake is true. The name is self explaining.

Once again: in some previous Arma versions lifeState command returned neither HEALTHY nor INJURED in this state. I remember this for sure because I made Inventory action exactly for this state and dead.

Changing it could break a lot of things

Do you know what exactly this could really break?

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3 participants