ACE3/addons/common/functions/fnc_getDefaultAnim.sqf

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#include "..\script_component.hpp"
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/*
* Author: commy2
* Get the Defualt animation for the unit
*
* Arguments:
* 0: unit <OBJECT>
*
* Return Value:
* animation <STRING>
*
* Example:
* [bob] call ace_common_fnc_getDefaultAnim;
*
* Public: No
*/
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params ["_unit"];
private _anim = toLowerANSI animationState _unit;
// stance is broken for some animations.
private _stance = stance _unit;
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if (_anim find "ppne" == 4) then {
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_stance = "PRONE";
};
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if (_anim find "pknl" == 4) then {
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_stance = "CROUCH";
};
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if (_anim find "perc" == 4) then {
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_stance = "STAND";
};
_anim = format ["AmovP%1M%2S%3W%4D%5",
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["erc", "knl", "pne"] select (["STAND", "CROUCH", "PRONE"] find _stance) max 0,
["stp", "run"] select (vectorMagnitude velocity _unit > 1),
[["ras", "low"] select weaponLowered _unit, "non"] select (currentWeapon _unit == ""),
["non", "rfl", "lnr", "pst", "bin"] select (["", primaryWeapon _unit, secondaryWeapon _unit, handgunWeapon _unit, binocular _unit] find currentWeapon _unit) max 0,
["non", _anim select [count _anim - 1, 1]] select (_anim select [count _anim - 2, 2] in ["df", "db", "dl", "dr"])
];
["", _anim] select isClass (configFile >> "CfgMovesMaleSdr" >> "States" >> _anim)