Merge pull request #954 from acemod/medicalFixVehAnimation

Medical fix veh animation
This commit is contained in:
Felix Wiegand 2015-05-02 00:35:13 +02:00
commit 07ec7b96c4
4 changed files with 90 additions and 42 deletions

View File

@ -1,38 +1,51 @@
/** /*
* fn_getDeathAnim.sqf * Author: Glowbal, PabstMirror
* @Descr: Get the death animation for the unit at current time * Get the death animation for the unit at current time
* @Author: Glowbal
* *
* @Arguments: [unit OBJECT] * Arguments:
* @Return: STRING animation * 0: unit <OBJECT>
* @PublicAPI: true *
* Return Value:
* animation <STRING>
*
* Example:
* [bob] call ace_common_fnc_getDeathAnim;
*
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_curAnim", "_animation", "_cfg","_unitAnimation", "_animationState"]; PARAMS_1(_unit);
_unit = _this select 0;
if (vehicle _unit != _unit) exitwith { private ["_returnAnimation", "_animationState", "_unitAnimationCfg", "_unitActionsCfg", "_interpolateArray", "_indexAnimation", "_index"];
_animation = "";
_animationState = (animationState _unit); _returnAnimation = "";
_unitAnimation = (configFile >> "CfgMovesMaleSdr" >> "States" >> _animationState);
if (isText (_unitAnimation >> "actions")) then { _animationState = (animationState _unit);
if ((vehicle _unit) != _unit) then { _unitAnimationCfg = (configFile >> "CfgMovesMaleSdr" >> "States" >> _animationState);
_cfg = (configFile >> "CfgMovesMaleSdr" >> "States" >> _animationState); //If we're already in a terminal animation just return current
if (isArray (_cfg >> "interpolateTo")) then { if ((getNumber (_unitAnimationCfg >> "terminal")) == 1) exitWith {_animationState};
_animation = getArray (_cfg >> "interpolateTo") select 0;
}; _unitActionsCfg = (configFile >> "CfgMovesBasic" >> "Actions" >> (getText (_unitAnimationCfg >> "actions")));
} else {
_cfg = (configFile >> "CfgMovesBasic" >> "Actions" >> (getText (_unitAnimation >> "actions")) >> "die"); TRACE_2("Animation/Action", configName _unitAnimationCfg, configName _unitActionsCfg);
if (isText _cfg) then {
_animation = getText _cfg; if ((vehicle _unit) != _unit) then {
}; _interpolateArray = getArray (_unitAnimationCfg >> "interpolateTo");
for "_index" from 0 to (count _interpolateArray - 1) step 2 do {
_indexAnimation = _interpolateArray select _index;
//No guarentee that first animation will be right so scan for the first "terminal" animation
//E.G.: interpolateTo[] = {"passenger_apc_generic04still",1,"KIA_passenger_apc_generic04",1};
if ((getNumber ((configFile >> "CfgMovesMaleSdr" >> "States" >> _indexAnimation) >> "terminal")) == 1) exitWith {
_returnAnimation = _indexAnimation;
}; };
}; };
if (isnil "_animation") then { } else {
_animation = ""; _returnAnimation = getText (_unitActionsCfg >> "die");
};
_animation;
}; };
"Unconscious"; //Fallback if nothing valid found:
if (_returnAnimation == "") then {_returnAnimation = "Unconscious"};
_returnAnimation

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@ -30,7 +30,12 @@ if (!([_unit] call FUNC(isAwake))) then {
_vehicle = _this select 1; _vehicle = _this select 1;
waituntil {vehicle _unit == _vehicle}; waituntil {vehicle _unit == _vehicle};
sleep 0.5; sleep 0.5;
[_unit,([_unit] call FUNC(getDeathAnim)), 1] call FUNC(doAnimation);
//Save the "awake" animation before applying the death animation
if (vehicle _unit == _vehicle) then {
_unit setVariable [QEGVAR(medical,vehicleAwakeAnim), [_vehicle, (animationState _unit)]];
};
[_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call FUNC(doAnimation);
}; };
} else { } else {
if ([_unit] call FUNC(isArrested)) then { if ([_unit] call FUNC(isArrested)) then {

View File

@ -69,7 +69,11 @@ if (vehicle _unit == _unit) then {
}; };
// We are storing the current animation, so we can use it later on when waking the unit up inside a vehicle // We are storing the current animation, so we can use it later on when waking the unit up inside a vehicle
_animState = animationState _unit; if (vehicle _unit != _unit) then {
_unit setVariable [QGVAR(vehicleAwakeAnim), [(vehicle _unit), (animationState _unit)]];
};
//Save current stance:
_originalPos = unitPos _unit; _originalPos = unitPos _unit;
_unit setUnitPos "DOWN"; _unit setUnitPos "DOWN";
@ -94,7 +98,7 @@ _anim = [_unit] call EFUNC(common,getDeathAnim);
_startingTime = time; _startingTime = time;
[DFUNC(unconsciousPFH), 0.1, [_unit,_animState, _originalPos, _startingTime, _minWaitingTime, false, vehicle _unit isKindOf "ParachuteBase"] ] call CBA_fnc_addPerFrameHandler; [DFUNC(unconsciousPFH), 0.1, [_unit, _originalPos, _startingTime, _minWaitingTime, false, vehicle _unit isKindOf "ParachuteBase"] ] call CBA_fnc_addPerFrameHandler;
// unconscious can't talk // unconscious can't talk
[_unit, "isUnconscious"] call EFUNC(common,muteUnit); [_unit, "isUnconscious"] call EFUNC(common,muteUnit);

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@ -13,15 +13,14 @@
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_minWaitingTime", "_oldAnimation", "_hasMovedOut", "_parachuteCheck", "_args", "_originalPos", "_startingTime"]; private ["_unit", "_minWaitingTime", "_slotInfo", "_hasMovedOut", "_parachuteCheck", "_args", "_originalPos", "_startingTime", "_awakeInVehicleAnimation", "_oldVehicleAnimation", "_vehicle"];
_args = _this select 0; _args = _this select 0;
_unit = _args select 0; _unit = _args select 0;
_oldAnimation = _args select 1; _originalPos = _args select 1;
_originalPos = _args select 2; _startingTime = _args select 2;
_startingTime = _args select 3; _minWaitingTime = _args select 3;
_minWaitingTime = _args select 4; _hasMovedOut = _args select 4;
_hasMovedOut = _args select 5; _parachuteCheck = _args select 5;
_parachuteCheck = _args select 6;
if (!alive _unit) exitwith { if (!alive _unit) exitwith {
if (GVAR(moveUnitsFromGroupOnUnconscious)) then { if (GVAR(moveUnitsFromGroupOnUnconscious)) then {
@ -51,10 +50,37 @@ if !(_unit getvariable ["ACE_isUnconscious",false]) exitwith {
[_unit,"amovppnemstpsnonwnondnon", 2] call EFUNC(common,doAnimation); [_unit,"amovppnemstpsnonwnondnon", 2] call EFUNC(common,doAnimation);
}; };
} else { } else {
// Switch to the units original animation, assuming _vehicle = vehicle _unit;
// TODO: what if the unit switched vehicle? _oldVehicleAnimation = _unit getVariable [QGVAR(vehicleAwakeAnim), []];
[_unit, _oldAnimation, 2] call EFUNC(common,doAnimation); _awakeInVehicleAnimation = "";
if (((count _oldVehicleAnimation) > 0) && {(_oldVehicleAnimation select 0) == _vehicle}) then {
_awakeInVehicleAnimation = _oldVehicleAnimation select 1;
};
//Make sure we have a valid, non-terminal animation:
if ((_awakeInVehicleAnimation != "") && {(getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> _awakeInVehicleAnimation >> "terminal")) == 0}) then {
[_unit, _awakeInVehicleAnimation, 2] call EFUNC(common,doAnimation);
} else {
//Don't have a valid animation saved, reset the unit animation with a moveInXXX
TRACE_1("No Valid Animation, doing seat reset", _awakeInVehicleAnimation);
_slotInfo = [];
{if ((_x select 0) == _unit) exitWith {_slotInfo = _x;};} forEach (fullCrew _vehicle);
if (_slotInfo isEqualTo []) exitWith {ERROR("No _slotInfo?");};
//Move the unit out:
_unit setPosASL ((getPosASL _unit) vectorAdd [0,0,100]);
//Move the unit back into old seat:
if ((_slotInfo select 1) == "driver") then {
_unit moveInDriver _vehicle;
} else {
if ((_slotInfo select 1) == "cargo") then {
_unit moveInCargo [_vehicle, (_slotInfo select 2)];
} else {
_unit moveInTurret [_vehicle, (_slotInfo select 3)];
};
};
};
}; };
_unit setVariable [QGVAR(vehicleAwakeAnim), nil];
["medical_onUnconscious", [_unit, false]] call EFUNC(common,globalEvent); ["medical_onUnconscious", [_unit, false]] call EFUNC(common,globalEvent);
// EXIT PFH // EXIT PFH
[(_this select 1)] call cba_fnc_removePerFrameHandler; [(_this select 1)] call cba_fnc_removePerFrameHandler;