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https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
use a function to do gestures
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de612d9613
commit
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@ -32,6 +32,7 @@ PREP(displayText);
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PREP(displayTextPicture);
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PREP(displayTextStructured);
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PREP(doAnimation);
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PREP(doGesture);
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PREP(dropBackpack);
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PREP(endRadioTransmission);
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PREP(eraseCache);
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@ -118,6 +118,8 @@ if (isServer) then {
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[QGVAR(setVelocity), {(_this select 0) setVelocity (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(playMove), {(_this select 0) playMove (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(playMoveNow), {(_this select 0) playMoveNow (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(playAction), {(_this select 0) playAction (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(playActionNow), {(_this select 0) playActionNow (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(switchMove), {(_this select 0) switchMove (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(setVectorDirAndUp), {(_this select 0) setVectorDirAndUp (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(setVanillaHitPointDamage), {(_this select 0) setHitPointDamage (_this select 1)}] call CBA_fnc_addEventHandler;
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@ -406,8 +408,6 @@ GVAR(OldIsCamera) = false;
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GVAR(isReloading) = false;
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["isNotReloading", {!GVAR(isReloading)}] call FUNC(addCanInteractWithCondition);
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["keyDown", {
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if ((_this select 1) in actionKeys "ReloadMagazine" && {alive ACE_player}) then {
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private _weapon = currentWeapon ACE_player;
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24
addons/common/functions/fnc_doGesture.sqf
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24
addons/common/functions/fnc_doGesture.sqf
Normal file
@ -0,0 +1,24 @@
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/*
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* Author: commy2
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* Play a gesture.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Animation <STRING>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, "gestureGo"] call ace_common_fnc_doGesture
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit", "_animation"];
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TRACE_4("params",_unit,_animation);
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if (!GVAR(isReloading)) then {
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[QGVAR(playActionNow), [_unit, _animation], _unit] call CBA_fnc_targetEvent;
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};
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@ -26,7 +26,7 @@ private _inBuilding = [_unit] call FUNC(isObjectOnObject);
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if !(_unit getVariable ["ACE_isUnconscious", false]) then {
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// play release animation
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_unit playAction "released";
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[_unit, "released"] call EFUNC(common,doGesture);
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};
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// prevent collision damage
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@ -39,7 +39,9 @@ _unit selectWeapon primaryWeapon _unit;
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[_unit, _target, true] call EFUNC(common,claim);
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// can't play action that depends on weapon if it was added the same frame
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[{_this playActionNow "grabDrag";}, _unit] call CBA_fnc_execNextFrame;
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[{
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[_this, "grabDrag"] call EFUNC(common,doGesture);
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}, _unit] call CBA_fnc_execNextFrame;
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// move a bit closer and adjust direction when trying to pick up a person
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if (_target isKindOf "CAManBase") then {
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@ -27,7 +27,7 @@ TRACE_7("params",_unit,_pos,_dir,_magazineClass,_triggerConfig,_triggerSpecificV
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private ["_ammo", "_explosive", "_attachedTo", "_magazineTrigger", "_pitch", "_digDistance", "_canDigDown", "_soundEnviron", "_surfaceType"];
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_unit playActionNow "PutDown";
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[_unit, "PutDown"] call EFUNC(common,doGesture);
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_attachedTo = objNull;
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if (!isNull _setupPlaceholderObject) then {
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@ -185,7 +185,7 @@ GVAR(TweakedAngle) = 0;
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_expSetupVehicle setVariable [QGVAR(Direction), _placeAngle, true];
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_unit removeMagazine _magClassname;
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_unit playActionNow "PutDown";
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[_unit, "PutDown"] call EFUNC(common,doGesture);
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_unit setVariable [QGVAR(PlantingExplosive), true];
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[{_this setVariable [QGVAR(PlantingExplosive), false]}, _unit, 1.5] call CBA_fnc_waitAndExecute;
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@ -46,7 +46,7 @@ if (ACE_player != _unit) then {
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if (isPlayer _unit) then {
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[QGVAR(startDefuse), [_unit, _target], _unit] call CBA_fnc_targetEvent;
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} else {
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_unit playActionNow _actionToPlay;
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[_unit, _actionToPlay] call EFUNC(common,doGesture);
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_unit disableAI "MOVE";
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_unit disableAI "TARGET";
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_defuseTime = [[_unit] call EFUNC(Common,isEOD), _target] call _fnc_DefuseTime;
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@ -59,7 +59,7 @@ if (ACE_player != _unit) then {
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}, [_unit, _target], _defuseTime] call CBA_fnc_waitAndExecute;
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};
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} else {
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_unit playActionNow _actionToPlay;
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[_unit, _actionToPlay] call EFUNC(common,doGesture);
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_isEOD = [_unit] call EFUNC(Common,isEOD);
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_defuseTime = [_isEOD, _target] call _fnc_DefuseTime;
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if (_isEOD || {!GVAR(RequireSpecialist)}) then {
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@ -60,6 +60,6 @@ TRACE_1("sending finger to",_sendFingerToPlayers);
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[QGVAR(fingered), [ACE_player, _fingerPosASL, _originASL vectorDistance _fingerPosASL], _sendFingerToPlayers] call CBA_fnc_targetEvent;
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ACE_player playActionNow "GestureGo";
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[ACE_player, "GestureGo"] call EFUNC(common,doGesture);
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true
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@ -14,42 +14,42 @@ class CfgVehicles {
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class GVAR(Advance) {
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displayName = CSTRING(Advance);
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condition = QUOTE(true);
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statement = QUOTE(_target playActionNow 'gestureAdvance';);
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statement = QUOTE([ARR_2(_target,'gestureAdvance')] call EFUNC(common,doGesture););
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showDisabled = 1;
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priority = 1.9;
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};
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class GVAR(Go) {
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displayName = CSTRING(Go);
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condition = QUOTE(true);
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statement = QUOTE(_target playActionNow ([ARR_2('gestureGo','gestureGoB')] select floor random 2););
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statement = QUOTE([ARR_2(_target,selectRandom [ARR_2('gestureGo','gestureGoB')])] call EFUNC(common,doGesture););
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showDisabled = 1;
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priority = 1.8;
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};
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class GVAR(Follow) {
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displayName = CSTRING(Follow);
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condition = QUOTE(true);
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statement = QUOTE(_target playActionNow 'gestureFollow';);
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statement = QUOTE([ARR_2(_target,'gestureFollow')] call EFUNC(common,doGesture););
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showDisabled = 1;
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priority = 1.7;
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};
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class GVAR(Up) {
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displayName = CSTRING(Up);
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condition = QUOTE(true);
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statement = QUOTE(_target playActionNow 'gestureUp';);
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statement = QUOTE([ARR_2(_target,'gestureUp')] call EFUNC(common,doGesture););
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showDisabled = 1;
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priority = 1.5;
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};
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class GVAR(CeaseFire) {
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displayName = CSTRING(CeaseFire);
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condition = QUOTE(true);
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statement = QUOTE(_target playActionNow 'gestureCeaseFire';);
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statement = QUOTE([ARR_2(_target,'gestureCeaseFire')] call EFUNC(common,doGesture););
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showDisabled = 1;
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priority = 1.3;
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};
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class GVAR(Stop) {
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displayName = CSTRING(Stop);
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condition = QUOTE(true);
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statement = QUOTE(_target playActionNow 'gestureFreeze';); // BI animation - is actualls "stop" in all stances but prone
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statement = QUOTE([ARR_2(_target,'gestureFreeze')] call EFUNC(common,doGesture);); // BI animation - is actualls "stop" in all stances but prone
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showDisabled = 1;
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priority = 1.2;
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};
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@ -17,7 +17,6 @@
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TRACE_1("params",_this);
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if (EGVAR(common,isReloading)) exitWith {false};
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if (GVAR(showOnInteractionMenu) == 0) exitWith {false};
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if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false};
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@ -34,5 +33,5 @@ private _gesture = if ((_this select [0,2]) == "BI") then {
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};
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TRACE_1("playing gesture",_gesture);
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ACE_player playAction _gesture;
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[ACE_player, _gesture] call EFUNC(common,doGesture);
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true
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@ -27,7 +27,7 @@ _effects set [BROKEN, _broken];
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SETGLASSES(_unit,_effects);
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if ((stance _unit != "PRONE") && {primaryWeapon _unit != ""} && {currentWeapon _unit == primaryWeapon _unit}) then {
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_unit playActionNow "gestureWipeFace";
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[_unit, "gestureWipeFace"] call EFUNC(common,doGesture);
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};
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[{
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@ -20,7 +20,7 @@
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params ["_unit", "_target"];
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_unit playActionNow "GestureGo";
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[_unit, "GestureGo"] call EFUNC(common,doGesture);
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private "_chance";
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_chance = [0.5, 0.8] select (count weapons _unit > 0);
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@ -45,7 +45,7 @@ _player removeMagazines _magToPassClassName;
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};
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} foreach _filteredMags;
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_player playActionNow "PutDown";
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[_player, "PutDown"] call EFUNC(common,doGesture);
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_target addMagazine [_magToPassClassName, _magToPassAmmoCount];
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@ -20,7 +20,7 @@
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params ["_unit"];
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_unit playActionNow "GestureGo";
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[_unit, "GestureGo"] call EFUNC(common,doGesture);
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private "_chance";
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_chance = [0.5, 0.8] select (count weapons _unit > 0);
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@ -23,6 +23,6 @@ if (_unit == ACE_player) then {
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addCamShake [4, 0.5, 5];
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};
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_unit playActionNow "PutDown";
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[_unit, "PutDown"] call EFUNC(common,doGesture);
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[QGVAR(tapShoulder), [_target, _shoulderNum], [_target]] call CBA_fnc_targetEvent;
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@ -28,7 +28,7 @@ if (_assistant isEqualTo _gunner) then {
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_action = "Gear";
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};
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};
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_assistant playActionNow _action;
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[_assistant, _action] call EFUNC(common,doGesture);
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// Waits a sec before displaying the temperature
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[FUNC(displayTemperature), [_gunner, _weapon], 1.0] call CBA_fnc_waitAndExecute;
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@ -32,7 +32,7 @@ if (_weapon in _jammedWeapons) then {
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_clearJamAction = getText (configFile >> "CfgWeapons" >> _weapon >> "reloadAction");
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};
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_unit playActionNow _clearJamAction;
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[_unit, _clearJamAction] call EFUNC(common,doGesture);
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if (_weapon == primaryWeapon _unit) then {
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playSound QGVAR(fixing_rifle);
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} else {
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@ -26,7 +26,7 @@ if (stance _gunner != "PRONE") then {
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};
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// Barrel dismount gesture
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_gunner playActionNow QGVAR(GestureDismountMuzzle);
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[_gunner, QGVAR(GestureDismountMuzzle)] call EFUNC(common,doGesture);
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playSound "ACE_BarrelSwap";
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private _duration = 3.0;
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@ -23,7 +23,7 @@ TRACE_3("params",_assistant,_gunner,_weapon);
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if (_assistant isEqualTo _gunner) then {
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// Barrel mount gesture
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_gunner playAction QGVAR(GestureMountMuzzle);
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[_gunner, QGVAR(GestureMountMuzzle)] call EFUNC(common,doGesture);
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playSound "ACE_BarrelSwap";
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};
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@ -14,14 +14,20 @@
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* Public: No
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*/
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#include "script_component.hpp"
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private["_unit"];
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_unit = _this select 0;
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params ["_unit"];
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GVAR(PFH) = false;
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[_unit, "AmovPercMevaSrasWrflDf_AmovPknlMstpSrasWrflDnon", 2] call EFUNC(common,doAnimation);
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_unit setVariable [QGVAR(chuteIsCut), false, true];
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[{
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if (CBA_missionTime >= ((_this select 0) select 0) + 1) then {
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((_this select 0) select 1) playActionNow "Crouch";
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[(_this select 1)] call CALLSTACK(CBA_fnc_removePerFrameHandler);
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(_this select 0) params ["_time", "_unit"];
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if (CBA_missionTime > _time + 1) then {
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[_unit, "Crouch"] call EFUNC(common,doGesture);
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[_this select 1] call CALLSTACK(CBA_fnc_removePerFrameHandler);
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};
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}, 1, [CBA_missionTime,_unit]] call CALLSTACK(CBA_fnc_addPerFrameHandler);
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}, 1, [CBA_missionTime, _unit]] call CALLSTACK(CBA_fnc_addPerFrameHandler);
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@ -31,7 +31,7 @@ if (count _this > 1) then {
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};
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if (_unit == _target) then {
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_unit playActionNow "Gear";
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[_unit, "Gear"] call EFUNC(common,doGesture);
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};
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[FUNC(displayAmmo), [_target], 1, 0.1] call CBA_fnc_waitAndExecute;
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@ -57,7 +57,7 @@ private _onFailure = {
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_player addMagazine _magazine;
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};
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_player playActionNow "PutDown";
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[_player, "PutDown"] call EFUNC(common,doGesture);
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// Remove the magazine with maximum remaining ammo
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[_player, _magazineType, _maxAmmo] call EFUNC(common,removeSpecificMagazine);
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@ -53,6 +53,6 @@ call EFUNC(interaction,hideMouseHint);
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[_unit, "DefaultAction", _unit getVariable [QGVAR(Deploy), -1]] call EFUNC(common,removeActionEventHandler);
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// play animation
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_unit playActionNow "PutDown";
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[_unit, "PutDown"] call EFUNC(common,doGesture);
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_unit setVariable [QGVAR(isDeploying), false, true];
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@ -18,7 +18,7 @@
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params ["_unit", "_sandbag"];
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_unit playActionNow "PutDown";
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[_unit, "PutDown"] call EFUNC(common,doGesture);
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_unit setVariable [QGVAR(isUsingSandbag), true];
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@ -105,7 +105,7 @@ if ( !([ 0.5*TAG_SIZE, 0.5*TAG_SIZE] call _fnc_isOk) ||
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private _vectorDirAndUp = [_surfaceNormal vectorMultiply -1, _v3];
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// Everything ok, make the unit create the tag
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_unit playActionNow "PutDown";
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[_unit, "PutDown"] call EFUNC(common,doGesture);
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[{
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params ["", "", "", "", "_unit"];
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