2015-03-26 14:06:51 +00:00
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// by commy2
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#include "script_component.hpp"
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2015-03-26 14:19:13 +00:00
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private ["_unit", "_firer", "_damage"];
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2015-03-26 14:06:51 +00:00
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_unit = _this select 0;
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_firer = _this select 1;
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_damage = _this select 2;
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// don't fall on collision damage
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if (_unit == _firer) exitWith {};
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2015-03-26 15:58:41 +00:00
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// cam shake for player
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if (_unit == ACE_player) then {
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addCamShake [3, 5, _damage + random 10];
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};
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private "_vehicle";
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_vehicle = vehicle _unit;
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// handle static weapons
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if (_vehicle isKindOf "StaticWeapon") exitwith {
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if (!alive _unit) then {
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_unit action ["Eject", _vehicle];
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unassignVehicle _unit;
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};
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};
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2015-03-26 14:06:51 +00:00
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// don't fall after minor damage
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if (_damage < 0.1) exitWith {};
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2015-03-26 15:58:41 +00:00
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// play sound
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if (!isNil QUOTE(EFUNC(medical,playInjuredSound))) then {
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[_unit] call EFUNC(medical,playInjuredSound);
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};
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2015-03-26 14:06:51 +00:00
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// this checks most things, so it doesn't mess with being inside vehicles or while dragging etc.
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2015-03-26 15:58:41 +00:00
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if !([_unit, _vehicle] call EFUNC(common,canInteractWith)) exitWith {};
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// handle ladders
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if (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> animationState _unit >> "AGM_isLadder") == 1) exitWith {
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_unit action ["LadderOff", nearestObject [position _unit, "House"]];
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};
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2015-03-26 14:06:51 +00:00
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// only play animation when standing due to lack of animations, sry
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if !(stance _unit in ["CROUCH", "STAND"]) exitWith {};
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private "_velocity";
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_velocity = vectorMagnitude velocity _unit;
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// only fall when moving
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if (_velocity < 2) exitWith {};
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// get correct animation by weapon
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private "_anim";
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_anim = switch (currentWeapon _unit) do {
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case (""): {"AmovPercMsprSnonWnonDf_AmovPpneMstpSnonWnonDnon"};
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case (primaryWeapon _unit): {
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[
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["AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon_2", "AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon"] select (_velocity > 4),
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["AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon_2", "AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon"] select (_velocity > 4),
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"AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDleft",
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"AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDright"
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] select floor random 4;
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};
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case (handgunWeapon _unit): {
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[
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"AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon",
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"AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon",
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"AmovPercMstpSrasWpstDnon_AadjPpneMstpSrasWpstDleft",
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"AmovPercMstpSrasWpstDnon_AadjPpneMstpSrasWpstDright"
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] select floor random 4;
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};
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default {""};
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};
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// exit if no animation for this weapon exists, i.E. binocular or rocket launcher
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if (_anim == "") exitWith {};
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// don't mess with transitions. don't fall then.
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if ([_unit] call EFUNC(common,inTransitionAnim)) exitWith {};
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[_unit, _anim, 2] call EFUNC(common,doAnimation);
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