Merge pull request #4096 from acemod/func-dogesture

use a function to do gestures
This commit is contained in:
Glowbal 2016-07-14 01:38:18 +02:00 committed by GitHub
commit 9d14121a9e
29 changed files with 187 additions and 47 deletions

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@ -1,4 +1,5 @@
PREP(actionKeysNamesConverted);
PREP(addCanInteractWithCondition);
PREP(addLineToDebugDraw);
PREP(addSetting);
@ -32,6 +33,7 @@ PREP(displayText);
PREP(displayTextPicture);
PREP(displayTextStructured);
PREP(doAnimation);
PREP(doGesture);
PREP(dropBackpack);
PREP(endRadioTransmission);
PREP(eraseCache);

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@ -118,6 +118,8 @@ if (isServer) then {
[QGVAR(setVelocity), {(_this select 0) setVelocity (_this select 1)}] call CBA_fnc_addEventHandler;
[QGVAR(playMove), {(_this select 0) playMove (_this select 1)}] call CBA_fnc_addEventHandler;
[QGVAR(playMoveNow), {(_this select 0) playMoveNow (_this select 1)}] call CBA_fnc_addEventHandler;
[QGVAR(playAction), {(_this select 0) playAction (_this select 1)}] call CBA_fnc_addEventHandler;
[QGVAR(playActionNow), {(_this select 0) playActionNow (_this select 1)}] call CBA_fnc_addEventHandler;
[QGVAR(switchMove), {(_this select 0) switchMove (_this select 1)}] call CBA_fnc_addEventHandler;
[QGVAR(setVectorDirAndUp), {(_this select 0) setVectorDirAndUp (_this select 1)}] call CBA_fnc_addEventHandler;
[QGVAR(setVanillaHitPointDamage), {(_this select 0) setHitPointDamage (_this select 1)}] call CBA_fnc_addEventHandler;
@ -406,14 +408,15 @@ GVAR(OldIsCamera) = false;
GVAR(isReloading) = false;
["isNotReloading", {!GVAR(isReloading)}] call FUNC(addCanInteractWithCondition);
["keyDown", {
if ((_this select 1) in actionKeys "ReloadMagazine" && {alive ACE_player}) then {
//Ignore mounted (except ffv)
if (!(player call CBA_fnc_canUseWeapon)) exitWith {};
private _weapon = currentWeapon ACE_player;
if (_weapon != "") then {
private _gesture = getText (configfile >> "CfgWeapons" >> _weapon >> "reloadAction");
if (_gesture == "") exitWith {}; //Ignore weapons with no reload gesture (binoculars)
private _isLauncher = _weapon isKindOf ["Launcher", configFile >> "CfgWeapons"];
private _config = ["CfgGesturesMale", "CfgMovesMaleSdr"] select _isLauncher;
private _duration = getNumber (configfile >> _config >> "States" >> _gesture >> "speed");

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@ -0,0 +1,110 @@
/*
* Author: commy2
* Reports same as actionKeysNames(Array) but in a format processable by "keyDown".
*
* Arguments:
* 0: Action name <STRING>
*
* Return Value:
* Keybinds, format: [DIK, _shift, _ctrl, _alt] <ARRAY>
*
* Example:
* "ReloadMagazine" call ace_common_fnc_actionKeysNamesConverted
*
* Public: No
*/
#include "script_component.hpp"
#define LAST_DIK 250
#define PLACEHOLDER_PLUS "<PLUS>"
#define LKEYNAME_LSHIFT localize "STR_DIK_LSHIFT"
#define LKEYNAME_RSHIFT localize "STR_DIK_RSHIFT"
#define LKEYNAME_LCONTROL localize "STR_DIK_LCONTROL"
#define LKEYNAME_RCONTROL localize "STR_DIK_RCONTROL"
#define LKEYNAME_LALT localize "STR_DIK_LMENU"
#define LKEYNAME_RALT localize "STR_DIK_RMENU"
// stored in ui namespace to force it to be recreated every game start
// this way we make it work in savegames after a language change
private _keyTable = uiNamespace getVariable QGVAR(keyNameTable);
if (isNil "_keyTable") then {
_keyTable = [];
uiNamespace setVariable [QGVAR(keyNameTable), _keyTable];
for "_i" from 0 to LAST_DIK do {
private _keyName = keyName _i;
// keys are reported as nested strings for god knows why
_keyName = _keyName select [1, count _keyName - 2];
_keyTable pushBack _keyName;
};
};
private _keyCache = uiNamespace getVariable [QGVAR(keyNameCache), locationNull];
if (isNull _keyCache) then {
_keyCache = call CBA_fnc_createNamespace;
uiNamespace setVariable [QGVAR(keyNameCache), _keyCache];
};
params [["_action", "", [""]]];
private _keybinds = actionKeysNamesArray _action apply {
private _keyName = _x;
private _keybind = _keyCache getVariable _keyName;
if (isNil "_keybind") then {
private _key = -1;
private _shift = false;
private _ctrl = false;
private _alt = false;
// copy, keep original varname for cache
private _keyImage = _keyName;
// handle "+" being a key and the seperator - as first character
if ((_keyImage select [0,1]) isEqualTo "+") then {
_keyImage = PLACEHOLDER_PLUS + (_keyImage select [1]);
};
// - and as character seperated by "+"
_keyImage = [_keyImage, "++", "+" + PLACEHOLDER_PLUS] call CBA_fnc_replace;
// get single keys (also revert back non-seperator "+" keys)
_keyImage = _keyImage splitString "+" apply {
[_x, "+"] select (_x isEqualTo PLACEHOLDER_PLUS);
};
// parse single keys
{
switch (true) do {
case (_x in [LKEYNAME_LSHIFT, LKEYNAME_RSHIFT]): {
_shift = true;
};
case (_x in [LKEYNAME_LCONTROL, LKEYNAME_RCONTROL]): {
_ctrl = true;
};
case (_x in [LKEYNAME_LALT, LKEYNAME_RALT]): {
_alt = true;
};
default {
// @todo handle double keys? ("C+R")
// currently only reports last key
// not usable by keyDown by default
_key = _keyTable find _x;
};
};
} forEach _keyImage;
// cache
_keybind = [_key, _shift, _ctrl, _alt];
_keyCache setVariable [_keyName, _keybind];
};
_keybind
};
_keybinds

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@ -0,0 +1,24 @@
/*
* Author: commy2
* Play a gesture.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Animation <STRING>
*
* Return Value:
* None
*
* Example:
* [player, "gestureGo"] call ace_common_fnc_doGesture
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_animation", ["_priority", 0]];
TRACE_3("params",_unit,_animation,_priority);
if (!GVAR(isReloading) || {_priority > 0}) then {
[QGVAR(playActionNow), [_unit, _animation], _unit] call CBA_fnc_targetEvent;
};

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@ -26,7 +26,7 @@ private _inBuilding = [_unit] call FUNC(isObjectOnObject);
if !(_unit getVariable ["ACE_isUnconscious", false]) then {
// play release animation
_unit playAction "released";
[_unit, "released"] call EFUNC(common,doGesture);
};
// prevent collision damage

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@ -39,7 +39,9 @@ _unit selectWeapon primaryWeapon _unit;
[_unit, _target, true] call EFUNC(common,claim);
// can't play action that depends on weapon if it was added the same frame
[{_this playActionNow "grabDrag";}, _unit] call CBA_fnc_execNextFrame;
[{
[_this, "grabDrag"] call EFUNC(common,doGesture);
}, _unit] call CBA_fnc_execNextFrame;
// move a bit closer and adjust direction when trying to pick up a person
if (_target isKindOf "CAManBase") then {

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@ -27,7 +27,7 @@ TRACE_7("params",_unit,_pos,_dir,_magazineClass,_triggerConfig,_triggerSpecificV
private ["_ammo", "_explosive", "_attachedTo", "_magazineTrigger", "_pitch", "_digDistance", "_canDigDown", "_soundEnviron", "_surfaceType"];
_unit playActionNow "PutDown";
[_unit, "PutDown"] call EFUNC(common,doGesture);
_attachedTo = objNull;
if (!isNull _setupPlaceholderObject) then {

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@ -185,7 +185,7 @@ GVAR(TweakedAngle) = 0;
_expSetupVehicle setVariable [QGVAR(Direction), _placeAngle, true];
_unit removeMagazine _magClassname;
_unit playActionNow "PutDown";
[_unit, "PutDown"] call EFUNC(common,doGesture);
_unit setVariable [QGVAR(PlantingExplosive), true];
[{_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 {
if (isPlayer _unit) then {
[QGVAR(startDefuse), [_unit, _target], _unit] call CBA_fnc_targetEvent;
} else {
_unit playActionNow _actionToPlay;
[_unit, _actionToPlay] call EFUNC(common,doGesture);
_unit disableAI "MOVE";
_unit disableAI "TARGET";
_defuseTime = [[_unit] call EFUNC(Common,isEOD), _target] call _fnc_DefuseTime;
@ -59,7 +59,7 @@ if (ACE_player != _unit) then {
}, [_unit, _target], _defuseTime] call CBA_fnc_waitAndExecute;
};
} else {
_unit playActionNow _actionToPlay;
[_unit, _actionToPlay] call EFUNC(common,doGesture);
_isEOD = [_unit] call EFUNC(Common,isEOD);
_defuseTime = [_isEOD, _target] call _fnc_DefuseTime;
if (_isEOD || {!GVAR(RequireSpecialist)}) then {

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@ -60,6 +60,6 @@ TRACE_1("sending finger to",_sendFingerToPlayers);
[QGVAR(fingered), [ACE_player, _fingerPosASL, _originASL vectorDistance _fingerPosASL], _sendFingerToPlayers] call CBA_fnc_targetEvent;
ACE_player playActionNow "GestureGo";
[ACE_player, "GestureGo"] call EFUNC(common,doGesture);
true

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@ -14,42 +14,42 @@ class CfgVehicles {
class GVAR(Advance) {
displayName = CSTRING(Advance);
condition = QUOTE(true);
statement = QUOTE(_target playActionNow 'gestureAdvance';);
statement = QUOTE([ARR_2(_target,'gestureAdvance')] call EFUNC(common,doGesture););
showDisabled = 1;
priority = 1.9;
};
class GVAR(Go) {
displayName = CSTRING(Go);
condition = QUOTE(true);
statement = QUOTE(_target playActionNow ([ARR_2('gestureGo','gestureGoB')] select floor random 2););
statement = QUOTE([ARR_2(_target,selectRandom [ARR_2('gestureGo','gestureGoB')])] call EFUNC(common,doGesture););
showDisabled = 1;
priority = 1.8;
};
class GVAR(Follow) {
displayName = CSTRING(Follow);
condition = QUOTE(true);
statement = QUOTE(_target playActionNow 'gestureFollow';);
statement = QUOTE([ARR_2(_target,'gestureFollow')] call EFUNC(common,doGesture););
showDisabled = 1;
priority = 1.7;
};
class GVAR(Up) {
displayName = CSTRING(Up);
condition = QUOTE(true);
statement = QUOTE(_target playActionNow 'gestureUp';);
statement = QUOTE([ARR_2(_target,'gestureUp')] call EFUNC(common,doGesture););
showDisabled = 1;
priority = 1.5;
};
class GVAR(CeaseFire) {
displayName = CSTRING(CeaseFire);
condition = QUOTE(true);
statement = QUOTE(_target playActionNow 'gestureCeaseFire';);
statement = QUOTE([ARR_2(_target,'gestureCeaseFire')] call EFUNC(common,doGesture););
showDisabled = 1;
priority = 1.3;
};
class GVAR(Stop) {
displayName = CSTRING(Stop);
condition = QUOTE(true);
statement = QUOTE(_target playActionNow 'gestureFreeze';); // BI animation - is actualls "stop" in all stances but prone
statement = QUOTE([ARR_2(_target,'gestureFreeze')] call EFUNC(common,doGesture);); // BI animation - is actualls "stop" in all stances but prone
showDisabled = 1;
priority = 1.2;
};

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@ -17,7 +17,6 @@
TRACE_1("params",_this);
if (EGVAR(common,isReloading)) exitWith {false};
if (GVAR(showOnInteractionMenu) == 0) exitWith {false};
if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false};
@ -34,5 +33,5 @@ private _gesture = if ((_this select [0,2]) == "BI") then {
};
TRACE_1("playing gesture",_gesture);
ACE_player playAction _gesture;
[ACE_player, _gesture] call EFUNC(common,doGesture);
true

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@ -27,7 +27,7 @@ _effects set [BROKEN, _broken];
SETGLASSES(_unit,_effects);
if ((stance _unit != "PRONE") && {primaryWeapon _unit != ""} && {currentWeapon _unit == primaryWeapon _unit}) then {
_unit playActionNow "gestureWipeFace";
[_unit, "gestureWipeFace"] call EFUNC(common,doGesture);
};
[{

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@ -20,7 +20,7 @@
params ["_unit", "_target"];
_unit playActionNow "GestureGo";
[_unit, "GestureGo"] call EFUNC(common,doGesture);
private "_chance";
_chance = [0.5, 0.8] select (count weapons _unit > 0);

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@ -45,7 +45,7 @@ _player removeMagazines _magToPassClassName;
};
} foreach _filteredMags;
_player playActionNow "PutDown";
[_player, "PutDown"] call EFUNC(common,doGesture);
_target addMagazine [_magToPassClassName, _magToPassAmmoCount];

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@ -20,7 +20,7 @@
params ["_unit"];
_unit playActionNow "GestureGo";
[_unit, "GestureGo"] call EFUNC(common,doGesture);
private "_chance";
_chance = [0.5, 0.8] select (count weapons _unit > 0);

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@ -23,6 +23,6 @@ if (_unit == ACE_player) then {
addCamShake [4, 0.5, 5];
};
_unit playActionNow "PutDown";
[_unit, "PutDown"] call EFUNC(common,doGesture);
[QGVAR(tapShoulder), [_target, _shoulderNum], [_target]] call CBA_fnc_targetEvent;

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@ -3,8 +3,7 @@
if (hasInterface) then {
// Add keybinds
["ACE3 Weapons", QGVAR(unjamWeapon), localize LSTRING(UnjamWeapon),
{
["ACE3 Weapons", QGVAR(unjamWeapon), localize LSTRING(UnjamWeapon), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
@ -14,9 +13,7 @@ if (hasInterface) then {
// Statement
[ACE_player, currentMuzzle ACE_player, false] call FUNC(clearJam);
true
},
{false},
[19, [true, false, false]], false] call CBA_fnc_addKeybind; //SHIFT + R Key
}, {false}, [19, [true, false, false]], false] call CBA_fnc_addKeybind; //SHIFT + R Key
};
["ace_settingsInitialized", {

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@ -28,7 +28,7 @@ if (_assistant isEqualTo _gunner) then {
_action = "Gear";
};
};
_assistant playActionNow _action;
[_assistant, _action] call EFUNC(common,doGesture);
// Waits a sec before displaying the temperature
[FUNC(displayTemperature), [_gunner, _weapon], 1.0] call CBA_fnc_waitAndExecute;

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@ -32,7 +32,7 @@ if (_weapon in _jammedWeapons) then {
_clearJamAction = getText (configFile >> "CfgWeapons" >> _weapon >> "reloadAction");
};
_unit playActionNow _clearJamAction;
[_unit, _clearJamAction, 1] call EFUNC(common,doGesture);
if (_weapon == primaryWeapon _unit) then {
playSound QGVAR(fixing_rifle);
} else {

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@ -26,7 +26,7 @@ if (stance _gunner != "PRONE") then {
};
// Barrel dismount gesture
_gunner playActionNow QGVAR(GestureDismountMuzzle);
[_gunner, QGVAR(GestureDismountMuzzle)] call EFUNC(common,doGesture);
playSound "ACE_BarrelSwap";
private _duration = 3.0;

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@ -23,7 +23,7 @@ TRACE_3("params",_assistant,_gunner,_weapon);
if (_assistant isEqualTo _gunner) then {
// Barrel mount gesture
_gunner playAction QGVAR(GestureMountMuzzle);
[_gunner, QGVAR(GestureMountMuzzle)] call EFUNC(common,doGesture);
playSound "ACE_BarrelSwap";
};

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@ -14,14 +14,20 @@
* Public: No
*/
#include "script_component.hpp"
private["_unit"];
_unit = _this select 0;
params ["_unit"];
GVAR(PFH) = false;
[_unit, "AmovPercMevaSrasWrflDf_AmovPknlMstpSrasWrflDnon", 2] call EFUNC(common,doAnimation);
_unit setVariable [QGVAR(chuteIsCut), false, true];
[{
if (CBA_missionTime >= ((_this select 0) select 0) + 1) then {
((_this select 0) select 1) playActionNow "Crouch";
[(_this select 1)] call CALLSTACK(CBA_fnc_removePerFrameHandler);
(_this select 0) params ["_time", "_unit"];
if (CBA_missionTime > _time + 1) then {
[_unit, "Crouch"] call EFUNC(common,doGesture);
[_this select 1] call CALLSTACK(CBA_fnc_removePerFrameHandler);
};
}, 1, [CBA_missionTime,_unit]] call CALLSTACK(CBA_fnc_addPerFrameHandler);
}, 1, [CBA_missionTime, _unit]] call CALLSTACK(CBA_fnc_addPerFrameHandler);

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@ -4,8 +4,7 @@
if (!hasInterface) exitWith {};
// Add keybinds
["ACE3 Weapons", QGVAR(checkAmmo), localize LSTRING(checkAmmo),
{
["ACE3 Weapons", QGVAR(checkAmmo), localize LSTRING(checkAmmo), {
// Conditions: canInteract
if !([ACE_player, vehicle ACE_player, ["isNotInside", "isNotSitting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
@ -14,9 +13,7 @@ if (!hasInterface) exitWith {};
// Statement
[ACE_player] call FUNC(checkAmmo);
true
},
{false},
[19, [false, true, false]], false] call CBA_fnc_addKeybind;
}, {false}, [19, [false, true, false]], false] call CBA_fnc_addKeybind;
[QGVAR(syncAmmo), {
//To propagate the setAmmo change, do it on all clients

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@ -31,7 +31,7 @@ if (count _this > 1) then {
};
if (_unit == _target) then {
_unit playActionNow "Gear";
[_unit, "Gear", 1] call EFUNC(common,doGesture);
};
[FUNC(displayAmmo), [_target], 1, 0.1] call CBA_fnc_waitAndExecute;

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@ -57,7 +57,7 @@ private _onFailure = {
_player addMagazine _magazine;
};
_player playActionNow "PutDown";
[_player, "PutDown"] call EFUNC(common,doGesture);
// Remove the magazine with maximum remaining ammo
[_player, _magazineType, _maxAmmo] call EFUNC(common,removeSpecificMagazine);

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@ -53,6 +53,6 @@ call EFUNC(interaction,hideMouseHint);
[_unit, "DefaultAction", _unit getVariable [QGVAR(Deploy), -1]] call EFUNC(common,removeActionEventHandler);
// play animation
_unit playActionNow "PutDown";
[_unit, "PutDown"] call EFUNC(common,doGesture);
_unit setVariable [QGVAR(isDeploying), false, true];

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@ -18,7 +18,7 @@
params ["_unit", "_sandbag"];
_unit playActionNow "PutDown";
[_unit, "PutDown"] call EFUNC(common,doGesture);
_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) ||
private _vectorDirAndUp = [_surfaceNormal vectorMultiply -1, _v3];
// Everything ok, make the unit create the tag
_unit playActionNow "PutDown";
[_unit, "PutDown"] call EFUNC(common,doGesture);
[{
params ["", "", "", "", "_unit"];