2015-01-11 16:42:31 +00:00
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/*
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* Author: commy2
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*
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* Execute an animation. This is used to not break things like the unconsciousness animation.
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*
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* Argument:
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* 0: Unit (Object)
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* 1: Animation (String)
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* 2: Priority of the animation. (Number, optional default: 0)
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* 0: PlayMove
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* 1: PlayMoveNow
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* 2: SwitchMove (no transitional animation, doesn't overwrite priority 1)
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*
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* Return value:
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* Nothing
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*/
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2015-01-13 19:56:02 +00:00
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#include "script_component.hpp"
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2015-01-11 16:42:31 +00:00
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2015-05-14 18:06:06 +00:00
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private ["_force"];
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2015-01-11 16:42:31 +00:00
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2015-05-14 18:06:06 +00:00
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PARAMS_3(_unit,_animation,_priority);
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2015-01-11 16:42:31 +00:00
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_force = False;
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// no animation given
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if (isNil "_animation") exitWith {
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2015-08-26 15:39:44 +00:00
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ACE_LOGERROR_1("No animation specified in %1.",_fnc_scriptNameParent);
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2015-01-11 16:42:31 +00:00
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};
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if (isNil "_priority") then {
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2015-05-14 18:06:06 +00:00
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_priority = 0;
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2015-01-11 16:42:31 +00:00
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};
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if (count _this > 3) then {
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2015-05-14 18:06:06 +00:00
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_force = _this select 3;
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2015-01-11 16:42:31 +00:00
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};
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// don't overwrite more important animations
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2015-04-04 18:41:49 +00:00
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if (_unit getVariable ["ACE_isUnconscious", false] && {(_animation != "Unconscious")} && {!_force}) exitWith {};
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2015-01-11 16:42:31 +00:00
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// don't go unconscious if the unit isn't unconscious
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2015-01-21 14:52:11 +00:00
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if (_animation == "Unconscious" && {!((_unit getVariable ["ACE_isUnconscious", false]) || (_unit getVariable ["ACE_isDead", false]))}) exitWith {};
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2015-01-11 16:42:31 +00:00
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// switchMove "" no longer works in dev 1.37
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if (_animation == "") then {
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2015-05-14 18:06:06 +00:00
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_animation = [_unit] call FUNC(getDefaultAnim);
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2015-01-11 16:42:31 +00:00
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};
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2015-09-17 10:23:56 +00:00
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//if (_animation == animationState _unit) exitWith {};
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2015-01-11 16:42:31 +00:00
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switch (_priority) do {
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2015-05-14 18:06:06 +00:00
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case 0 : {
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if (_unit == vehicle _unit) then {
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[_unit, format ["{_this playMove '%1'}", _animation], _unit] call FUNC(execRemoteFnc);
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} else {
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// Execute on all machines. PlayMove and PlayMoveNow are bugged: They have no global effects when executed on remote machines inside vehicles.
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[_unit, format ["{_this playMove '%1'}", _animation]] call FUNC(execRemoteFnc);
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};
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2015-01-11 16:42:31 +00:00
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};
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2015-05-14 18:06:06 +00:00
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case 1 : {
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if (_unit == vehicle _unit) then {
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[_unit, format ["{_this playMoveNow '%1'}", _animation], _unit] call FUNC(execRemoteFnc);
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} else {
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// Execute on all machines. PlayMove and PlayMoveNow are bugged: They have no global effects when executed on remote machines inside vehicles.
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[_unit, format ["{_this playMoveNow '%1'}", _animation]] call FUNC(execRemoteFnc);
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};
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2015-01-11 16:42:31 +00:00
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};
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2015-05-14 18:06:06 +00:00
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case 2 : {
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2015-09-17 10:23:56 +00:00
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// try playMoveNow first
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if (_unit == vehicle _unit) then {
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[_unit, format ["{_this playMoveNow '%1'}", _animation], _unit] call FUNC(execRemoteFnc);
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} else {
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// Execute on all machines. PlayMove and PlayMoveNow are bugged: They have no global effects when executed on remote machines inside vehicles.
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[_unit, format ["{_this playMoveNow '%1'}", _animation]] call FUNC(execRemoteFnc);
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};
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// if animation doesn't respond, do switchMove
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if (animationState _unit != _animation) then {
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// Execute on all machines. SwitchMove has local effects.
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[_unit, format ["{_this switchMove '%1'}", _animation]] call FUNC(execRemoteFnc);
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};
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2015-05-14 18:06:06 +00:00
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};
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default {};
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2015-01-11 16:42:31 +00:00
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};
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2015-01-12 04:02:33 +00:00
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["Anim", [_priority, _animation]] call FUNC(log);
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