diff --git a/addons/sitting/CfgMoves.hpp b/addons/sitting/CfgMoves.hpp index fc902032e2..5cef0fbc6d 100644 --- a/addons/sitting/CfgMoves.hpp +++ b/addons/sitting/CfgMoves.hpp @@ -1,6 +1,9 @@ // Enable visual head movement while free-looking #define MACRO_ANIMATION \ - head = "headDefault"; + head = "headDefault"; \ + aimingBody = "aimingNo"; \ + forceAim = 1; \ + static = 1; class CfgMovesBasic; class CfgMovesMaleSdr: CfgMovesBasic { diff --git a/addons/sitting/functions/fnc_sit.sqf b/addons/sitting/functions/fnc_sit.sqf index 0c6825ed58..e0692af951 100644 --- a/addons/sitting/functions/fnc_sit.sqf +++ b/addons/sitting/functions/fnc_sit.sqf @@ -16,7 +16,7 @@ */ #include "script_component.hpp" -private ["_configFile", "_sitDirection", "_sitPosition", "_sitRotation", "_sitDirectionVisual"]; +private ["_actionID", "_configFile", "_sitDirection", "_sitPosition", "_sitRotation", "_sitDirectionVisual"]; params ["_seat", "_player"]; @@ -26,6 +26,26 @@ GVAR(seat) = _seat; // Overwrite weird position, because Arma decides to set it differently based on current animation/stance... _player switchMove "amovpknlmstpsraswrfldnon"; +// add scrollwheel action to release object +_actionID = _player getVariable [QGVAR(StandUpActionID), -1]; + +if (_actionID != -1) then { + _player removeAction _actionID; +}; + +_actionID = _player addAction [ + format ["%1", localize LSTRING(Stand)], + QUOTE((_this select 0) call FUNC(stand)), + nil, + 20, + false, + true, + "GetOut", + QUOTE(_this call FUNC(canStand)) +]; + +_player setVariable [QGVAR(StandUpActionID), _actionID]; + // Read config _configFile = configFile >> "CfgVehicles" >> typeOf _seat; _sitDirection = (getDir _seat) + getNumber (_configFile >> QGVAR(sitDirection)); diff --git a/addons/sitting/functions/fnc_stand.sqf b/addons/sitting/functions/fnc_stand.sqf index 978bcaf279..ef19d5f586 100644 --- a/addons/sitting/functions/fnc_stand.sqf +++ b/addons/sitting/functions/fnc_stand.sqf @@ -17,8 +17,19 @@ params ["_player"]; +// remove scroll wheel action +_player removeAction (_player getVariable [QGVAR(StandUpActionID), -1]); + // Restore animation -[_player, "", 2] call EFUNC(common,doAnimation); +private "_animation"; +_animation = switch (currentWeapon _player) do { + case "": {"amovpercmstpsnonwnondnon"}; + case (primaryWeapon _player): {"amovpercmstpslowwrfldnon"}; + case (handgunWeapon _player): {"amovpercmstpslowwpstdnon"}; + default {"amovpercmstpsnonwnondnon"}; +}; + +[_player, _animation, 2] call EFUNC(common,doAnimation); // Set variables to nil _player setVariable [QGVAR(isSitting), nil];