ACE3/addons/hitreactions/functions/fnc_fallDown.sqf

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// by commy2
#include "script_component.hpp"
2015-03-26 14:19:13 +00:00
private ["_unit", "_firer", "_damage"];
_unit = _this select 0;
_firer = _this select 1;
_damage = _this select 2;
// don't fall on collision damage
if (_unit == _firer) exitWith {};
// don't fall after minor damage
if (_damage < 0.1) exitWith {};
// this checks most things, so it doesn't mess with being inside vehicles or while dragging etc.
if !([_unit, vehicle _unit] call EFUNC(common,canInteractWith)) exitWith {};
// only play animation when standing due to lack of animations, sry
if !(stance _unit in ["CROUCH", "STAND"]) exitWith {};
private "_velocity";
_velocity = vectorMagnitude velocity _unit;
// only fall when moving
if (_velocity < 2) exitWith {};
// get correct animation by weapon
private "_anim";
_anim = switch (currentWeapon _unit) do {
case (""): {"AmovPercMsprSnonWnonDf_AmovPpneMstpSnonWnonDnon"};
case (primaryWeapon _unit): {
[
["AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon_2", "AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon"] select (_velocity > 4),
["AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon_2", "AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon"] select (_velocity > 4),
"AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDleft",
"AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDright"
] select floor random 4;
};
case (handgunWeapon _unit): {
[
"AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon",
"AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon",
"AmovPercMstpSrasWpstDnon_AadjPpneMstpSrasWpstDleft",
"AmovPercMstpSrasWpstDnon_AadjPpneMstpSrasWpstDright"
] select floor random 4;
};
default {""};
};
// exit if no animation for this weapon exists, i.E. binocular or rocket launcher
if (_anim == "") exitWith {};
// don't mess with transitions. don't fall then.
if ([_unit] call EFUNC(common,inTransitionAnim)) exitWith {};
[_unit, _anim, 2] call EFUNC(common,doAnimation);