ACE3/addons/common/functions/fnc_getDeathAnim.sqf

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#include "..\script_component.hpp"
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/*
* Author: Glowbal, PabstMirror
* Get the death animation for the unit at current time
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*
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* Arguments:
* 0: unit <OBJECT>
*
* Return Value:
* animation <STRING>
*
* Example:
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* [bob] call ace_common_fnc_getDeathAnim
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*
* Public: No
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*/
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params ["_unit"];
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private _returnAnimation = "";
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private _animationState = animationState _unit;
private _unitAnimationCfg = configFile >> "CfgMovesMaleSdr" >> "States" >> _animationState;
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//If we're already in a terminal animation just return current
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if (getNumber (_unitAnimationCfg >> "terminal") == 1) exitWith {_animationState};
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private _unitActionsCfg = configFile >> "CfgMovesBasic" >> "Actions" >> getText (_unitAnimationCfg >> "actions");
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TRACE_2("Animation/Action",configName _unitAnimationCfg,configName _unitActionsCfg);
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if (!isNull objectParent _unit) then {
private _interpolateArray = getArray (_unitAnimationCfg >> "interpolateTo");
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for "_index" from 0 to (count _interpolateArray - 1) step 2 do {
private _indexAnimation = _interpolateArray select _index;
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//No guarentee that first animation will be right so scan for the first "terminal" animation
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//E.G.: interpolateTo[] = {"passenger_apc_generic04still",1,"KIA_passenger_apc_generic04",1};
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if (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> _indexAnimation >> "terminal") == 1) exitWith {
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_returnAnimation = _indexAnimation;
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};
};
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} else {
_returnAnimation = getText (_unitActionsCfg >> "die");
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};
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//Fallback if nothing valid found:
if (_returnAnimation == "") then {_returnAnimation = "Unconscious"};
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_returnAnimation