ACE3/addons/common/functions/fnc_getAwakeAnim.sqf

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2019-03-17 16:48:44 +00:00
#include "script_component.hpp"
/*
* Author: commy2
* Report awake animation of unit inside vehicle.
*
* Arguments:
* 0: The unit <OBJECT>
*
* ReturnValue:
* The animtaion <STRING>
*
* Example:
* player call ace_common_fnc_getAwakeAnim
*
* Public: no
*/
params ["_unit"];
private _vehicle = vehicle _unit;
// --- on foot
if (_vehicle isEqualTo _unit) exitWith {""};
// --- driver
private _config = configOf _vehicle;
if (_unit == driver _vehicle) exitWith {
getText (configFile >> "CfgMovesBasic" >> "ManActions" >> getText (_config >> "driverAction")) // return
};
// --- turret
private _turret = _unit call CBA_fnc_turretPath;
if (_turret isNotEqualTo []) exitWith {
private _turretConfig = [_vehicle, _turret] call CBA_fnc_getTurret;
getText (configFile >> "CfgMovesBasic" >> "ManActions" >> getText (_turretConfig >> "gunnerAction")) // return
};
// --- cargo
private _cargoIndex = _vehicle getCargoIndex _unit;
if (_cargoIndex != -1) exitWith {
private _cargoAction = getArray (_config >> "cargoAction");
_cargoIndex = _cargoIndex min (count _cargoAction - 1); // The array can be smaller than the max cargo index, just use last element
getText (configFile >> "CfgMovesBasic" >> "ManActions" >> (_cargoAction select _cargoIndex)) // return
};
// --- default
""