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Fixed #1937 - Made use of CfgMoves to make free-look head movement visible, Fixed grenade throwing while sitting
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105
addons/sitting/CfgMoves.hpp
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105
addons/sitting/CfgMoves.hpp
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@ -0,0 +1,105 @@
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// Enable visual head movement while free-looking
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#define MACRO_ANIMATION \
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head = "headDefault";
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class CfgMovesBasic;
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class CfgMovesMaleSdr: CfgMovesBasic {
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class States {
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class HubSittingChairA_idle1;
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class GVAR(HubSittingChairA_idle1): HubSittingChairA_idle1 {
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MACRO_ANIMATION
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};
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class HubSittingChairA_idle2;
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class GVAR(HubSittingChairA_idle2): HubSittingChairA_idle2 {
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MACRO_ANIMATION
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};
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class HubSittingChairA_idle3;
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class GVAR(HubSittingChairA_idle3): HubSittingChairA_idle3 {
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MACRO_ANIMATION
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};
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class HubSittingChairA_move1;
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class GVAR(HubSittingChairA_move1): HubSittingChairA_move1 {
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MACRO_ANIMATION
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};
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class HubSittingChairB_idle1;
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class GVAR(HubSittingChairB_idle1): HubSittingChairB_idle1 {
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MACRO_ANIMATION
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};
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class HubSittingChairB_idle2;
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class GVAR(HubSittingChairB_idle2): HubSittingChairB_idle2 {
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MACRO_ANIMATION
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};
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class HubSittingChairB_idle3;
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class GVAR(HubSittingChairB_idle3): HubSittingChairB_idle3 {
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MACRO_ANIMATION
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};
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class HubSittingChairB_move1;
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class GVAR(HubSittingChairB_move1): HubSittingChairB_move1 {
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MACRO_ANIMATION
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};
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class HubSittingChairC_idle1;
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class GVAR(HubSittingChairC_idle1): HubSittingChairC_idle1 {
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MACRO_ANIMATION
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};
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class HubSittingChairC_idle2;
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class GVAR(HubSittingChairC_idle2): HubSittingChairC_idle2 {
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MACRO_ANIMATION
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};
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class HubSittingChairC_idle3;
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class GVAR(HubSittingChairC_idle3): HubSittingChairC_idle3 {
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MACRO_ANIMATION
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};
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class HubSittingChairC_move1;
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class GVAR(HubSittingChairC_move1): HubSittingChairC_move1 {
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MACRO_ANIMATION
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};
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class HubSittingChairUA_idle1;
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class GVAR(HubSittingChairUA_idle1): HubSittingChairUA_idle1 {
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MACRO_ANIMATION
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};
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class HubSittingChairUA_idle2;
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class GVAR(HubSittingChairUA_idle2): HubSittingChairUA_idle2 {
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MACRO_ANIMATION
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};
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class HubSittingChairUA_idle3;
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class GVAR(HubSittingChairUA_idle3): HubSittingChairUA_idle3 {
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MACRO_ANIMATION
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};
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class HubSittingChairUA_move1;
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class GVAR(HubSittingChairUA_move1): HubSittingChairUA_move1 {
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MACRO_ANIMATION
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};
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class HubSittingChairUB_idle1;
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class GVAR(HubSittingChairUB_idle1): HubSittingChairUB_idle1 {
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MACRO_ANIMATION
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};
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class HubSittingChairUB_idle2;
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class GVAR(HubSittingChairUB_idle2): HubSittingChairUB_idle2 {
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MACRO_ANIMATION
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};
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class HubSittingChairUB_idle3;
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class GVAR(HubSittingChairUB_idle3): HubSittingChairUB_idle3 {
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MACRO_ANIMATION
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};
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class HubSittingChairUB_move1;
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class GVAR(HubSittingChairUB_move1): HubSittingChairUB_move1 {
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MACRO_ANIMATION
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};
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class HubSittingChairUC_idle1;
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class GVAR(HubSittingChairUC_idle1): HubSittingChairUC_idle1 {
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MACRO_ANIMATION
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};
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class HubSittingChairUC_idle2;
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class GVAR(HubSittingChairUC_idle2): HubSittingChairUC_idle2 {
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MACRO_ANIMATION
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};
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class HubSittingChairUC_idle3;
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class GVAR(HubSittingChairUC_idle3): HubSittingChairUC_idle3 {
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MACRO_ANIMATION
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};
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class HubSittingChairUC_move1;
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class GVAR(HubSittingChairUC_move1): HubSittingChairUC_move1 {
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MACRO_ANIMATION
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};
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};
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};
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@ -12,6 +12,7 @@ class CfgPatches {
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};
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};
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#include "CfgEventHandlers.hpp"
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#include "ACE_Settings.hpp"
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#include "CfgEventHandlers.hpp"
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#include "CfgMoves.hpp"
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#include "CfgVehicles.hpp"
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@ -19,30 +19,30 @@ private ["_animations"];
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// Animations Pool
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_animations = [
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"HubSittingChairUA_idle1",
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"HubSittingChairUA_idle2",
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"HubSittingChairUA_idle3",
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"HubSittingChairUA_move1",
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"HubSittingChairUB_idle1",
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"HubSittingChairUB_idle2",
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"HubSittingChairUB_idle3",
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"HubSittingChairUB_move1",
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"HubSittingChairUC_idle1",
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"HubSittingChairUC_idle2",
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"HubSittingChairUC_idle3",
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"HubSittingChairUC_move1",
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"HubSittingChairA_idle1",
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"HubSittingChairA_idle2",
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"HubSittingChairA_idle3",
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"HubSittingChairA_move1",
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"HubSittingChairB_idle1",
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"HubSittingChairB_idle2",
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"HubSittingChairB_idle3",
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"HubSittingChairB_move1",
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"HubSittingChairC_idle1",
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"HubSittingChairC_idle2",
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"HubSittingChairC_idle3",
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"HubSittingChairC_move1"
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QGVAR(HubSittingChairA_idle1),
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QGVAR(HubSittingChairA_idle2),
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QGVAR(HubSittingChairA_idle3),
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QGVAR(HubSittingChairA_move1),
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QGVAR(HubSittingChairB_idle1),
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QGVAR(HubSittingChairB_idle2),
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QGVAR(HubSittingChairB_idle3),
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QGVAR(HubSittingChairB_move1),
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QGVAR(HubSittingChairC_idle1),
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QGVAR(HubSittingChairC_idle2),
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QGVAR(HubSittingChairC_idle3),
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QGVAR(HubSittingChairC_move1),
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QGVAR(HubSittingChairUA_idle1),
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QGVAR(HubSittingChairUA_idle2),
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QGVAR(HubSittingChairUA_idle3),
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QGVAR(HubSittingChairUA_move1),
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QGVAR(HubSittingChairUB_idle1),
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QGVAR(HubSittingChairUB_idle2),
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QGVAR(HubSittingChairUB_idle3),
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QGVAR(HubSittingChairUB_move1),
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QGVAR(HubSittingChairUC_idle1),
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QGVAR(HubSittingChairUC_idle2),
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QGVAR(HubSittingChairUC_idle3),
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QGVAR(HubSittingChairUC_move1)
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];
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// Select random animation
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@ -34,7 +34,8 @@ _sitPosition = getArray (_configFile >> QGVAR(sitPosition));
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_sitRotation = if (isNumber (_configFile >> QGVAR(sitRotation))) then {getNumber (_configFile >> QGVAR(sitRotation))} else {45}; // Apply default if config entry not present
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// Get random animation and perform it (before moving player to ensure correct placement)
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[_player, call FUNC(getRandomAnimation), 2] call EFUNC(common,doAnimation);
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[_player, call FUNC(getRandomAnimation), 2] call EFUNC(common,doAnimation); // Correctly places when using non-transitional animations
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[_player, "", 1] call EFUNC(common,doAnimation); // Correctly applies animation's config values (such as disallow throwing of grenades, intercept keybinds... etc).
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// Set direction and position
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_player setDir _sitDirection;
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