2018-09-17 19:19:29 +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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/*
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* Author: commy2
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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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2015-09-20 20:16:51 +00:00
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Animation <STRING>
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* 2: Priority of the animation. (default: 0) <NUMBER>
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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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2016-02-21 17:08:07 +00:00
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* 3: Force overwritting unconscious (default: false) <BOOL>
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2015-01-11 16:42:31 +00:00
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*
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2015-09-20 20:16:51 +00:00
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* Return Value:
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* None
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*
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2016-02-21 17:08:07 +00:00
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* Example:
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* [player, "AmovPercMstpSnonWnonDnon_exerciseKata", 1] call ace_common_fnc_doAnimation
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*
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2015-09-20 20:16:51 +00:00
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* Public: Yes
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2015-01-11 16:42:31 +00:00
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*/
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2015-09-20 20:16:51 +00:00
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params ["_unit", "_animation", ["_priority", 0], ["_force", false]];
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2016-02-21 17:08:07 +00:00
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TRACE_4("params",_unit,_animation,_priority,_force);
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2015-01-11 16:42:31 +00:00
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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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2016-02-21 17:08:07 +00:00
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TRACE_2("",local _unit,vehicle _unit);
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2015-01-11 16:42:31 +00:00
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switch (_priority) do {
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2015-09-20 20:16:51 +00:00
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case 0: {
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2015-05-14 18:06:06 +00:00
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if (_unit == vehicle _unit) then {
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2016-06-04 10:12:56 +00:00
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[QGVAR(playMove), [_unit, _animation], _unit] call CBA_fnc_targetEvent;
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2015-05-14 18:06:06 +00:00
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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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2016-06-04 10:12:56 +00:00
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[QGVAR(playMove), [_unit, _animation]] call CBA_fnc_globalEvent;
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2015-05-14 18:06:06 +00:00
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};
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2015-01-11 16:42:31 +00:00
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};
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2015-09-20 20:16:51 +00:00
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case 1: {
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2015-05-14 18:06:06 +00:00
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if (_unit == vehicle _unit) then {
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2016-06-04 10:12:56 +00:00
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[QGVAR(playMoveNow), [_unit, _animation], _unit] call CBA_fnc_targetEvent;
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2015-05-14 18:06:06 +00:00
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} else {
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2016-02-21 17:08:07 +00:00
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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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2016-06-04 10:12:56 +00:00
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[QGVAR(playMoveNow), [_unit, _animation]] call CBA_fnc_globalEvent;
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2015-05-14 18:06:06 +00:00
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};
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2015-01-11 16:42:31 +00:00
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};
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2015-09-20 20:16:51 +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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2016-06-04 10:12:56 +00:00
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[QGVAR(playMoveNow), [_unit, _animation], _unit] call CBA_fnc_targetEvent;
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2015-09-17 10:23:56 +00:00
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} else {
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2016-02-21 17:08:07 +00:00
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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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2016-06-04 10:12:56 +00:00
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[QGVAR(playMoveNow), [_unit, _animation]] call CBA_fnc_globalEvent;
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2015-09-17 10:23:56 +00:00
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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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2016-02-21 17:08:07 +00:00
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TRACE_1("did not respond to playMoveNow",animationState _unit);
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2015-09-17 10:23:56 +00:00
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// Execute on all machines. SwitchMove has local effects.
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2016-06-04 10:12:56 +00:00
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[QGVAR(switchMove), [_unit, _animation]] call CBA_fnc_globalEvent;
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2015-09-17 10:23:56 +00:00
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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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