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https://github.com/acemod/ACE3.git
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Merge pull request #4096 from acemod/func-dogesture
use a function to do gestures
This commit is contained in:
commit
9d14121a9e
@ -1,4 +1,5 @@
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PREP(actionKeysNamesConverted);
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PREP(addCanInteractWithCondition);
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PREP(addLineToDebugDraw);
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PREP(addSetting);
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@ -32,6 +33,7 @@ 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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@ -406,14 +408,15 @@ 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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//Ignore mounted (except ffv)
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if (!(player call CBA_fnc_canUseWeapon)) exitWith {};
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private _weapon = currentWeapon ACE_player;
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if (_weapon != "") then {
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private _gesture = getText (configfile >> "CfgWeapons" >> _weapon >> "reloadAction");
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if (_gesture == "") exitWith {}; //Ignore weapons with no reload gesture (binoculars)
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private _isLauncher = _weapon isKindOf ["Launcher", configFile >> "CfgWeapons"];
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private _config = ["CfgGesturesMale", "CfgMovesMaleSdr"] select _isLauncher;
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private _duration = getNumber (configfile >> _config >> "States" >> _gesture >> "speed");
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110
addons/common/functions/fnc_actionKeysNamesConverted.sqf
Normal file
110
addons/common/functions/fnc_actionKeysNamesConverted.sqf
Normal file
@ -0,0 +1,110 @@
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/*
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* Author: commy2
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* Reports same as actionKeysNames(Array) but in a format processable by "keyDown".
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*
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* Arguments:
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* 0: Action name <STRING>
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*
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* Return Value:
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* Keybinds, format: [DIK, _shift, _ctrl, _alt] <ARRAY>
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*
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* Example:
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* "ReloadMagazine" call ace_common_fnc_actionKeysNamesConverted
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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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#define LAST_DIK 250
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#define PLACEHOLDER_PLUS "<PLUS>"
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#define LKEYNAME_LSHIFT localize "STR_DIK_LSHIFT"
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#define LKEYNAME_RSHIFT localize "STR_DIK_RSHIFT"
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#define LKEYNAME_LCONTROL localize "STR_DIK_LCONTROL"
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#define LKEYNAME_RCONTROL localize "STR_DIK_RCONTROL"
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#define LKEYNAME_LALT localize "STR_DIK_LMENU"
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#define LKEYNAME_RALT localize "STR_DIK_RMENU"
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// stored in ui namespace to force it to be recreated every game start
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// this way we make it work in savegames after a language change
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private _keyTable = uiNamespace getVariable QGVAR(keyNameTable);
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if (isNil "_keyTable") then {
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_keyTable = [];
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uiNamespace setVariable [QGVAR(keyNameTable), _keyTable];
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for "_i" from 0 to LAST_DIK do {
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private _keyName = keyName _i;
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// keys are reported as nested strings for god knows why
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_keyName = _keyName select [1, count _keyName - 2];
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_keyTable pushBack _keyName;
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};
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};
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private _keyCache = uiNamespace getVariable [QGVAR(keyNameCache), locationNull];
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if (isNull _keyCache) then {
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_keyCache = call CBA_fnc_createNamespace;
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uiNamespace setVariable [QGVAR(keyNameCache), _keyCache];
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};
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params [["_action", "", [""]]];
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private _keybinds = actionKeysNamesArray _action apply {
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private _keyName = _x;
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private _keybind = _keyCache getVariable _keyName;
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if (isNil "_keybind") then {
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private _key = -1;
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private _shift = false;
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private _ctrl = false;
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private _alt = false;
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// copy, keep original varname for cache
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private _keyImage = _keyName;
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// handle "+" being a key and the seperator - as first character
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if ((_keyImage select [0,1]) isEqualTo "+") then {
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_keyImage = PLACEHOLDER_PLUS + (_keyImage select [1]);
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};
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// - and as character seperated by "+"
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_keyImage = [_keyImage, "++", "+" + PLACEHOLDER_PLUS] call CBA_fnc_replace;
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// get single keys (also revert back non-seperator "+" keys)
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_keyImage = _keyImage splitString "+" apply {
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[_x, "+"] select (_x isEqualTo PLACEHOLDER_PLUS);
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};
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// parse single keys
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{
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switch (true) do {
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case (_x in [LKEYNAME_LSHIFT, LKEYNAME_RSHIFT]): {
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_shift = true;
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};
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case (_x in [LKEYNAME_LCONTROL, LKEYNAME_RCONTROL]): {
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_ctrl = true;
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};
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case (_x in [LKEYNAME_LALT, LKEYNAME_RALT]): {
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_alt = true;
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};
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default {
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// @todo handle double keys? ("C+R")
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// currently only reports last key
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// not usable by keyDown by default
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_key = _keyTable find _x;
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};
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};
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} forEach _keyImage;
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// cache
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_keybind = [_key, _shift, _ctrl, _alt];
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_keyCache setVariable [_keyName, _keybind];
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};
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_keybind
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};
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_keybinds
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24
addons/common/functions/fnc_doGesture.sqf
Normal file
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", ["_priority", 0]];
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TRACE_3("params",_unit,_animation,_priority);
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if (!GVAR(isReloading) || {_priority > 0}) 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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|
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_target addMagazine [_magToPassClassName, _magToPassAmmoCount];
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|
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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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|
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[QGVAR(tapShoulder), [_target, _shoulderNum], [_target]] call CBA_fnc_targetEvent;
|
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|
@ -3,8 +3,7 @@
|
||||
|
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if (hasInterface) then {
|
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// Add keybinds
|
||||
["ACE3 Weapons", QGVAR(unjamWeapon), localize LSTRING(UnjamWeapon),
|
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{
|
||||
["ACE3 Weapons", QGVAR(unjamWeapon), localize LSTRING(UnjamWeapon), {
|
||||
// Conditions: canInteract
|
||||
if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
|
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// Conditions: specific
|
||||
@ -14,9 +13,7 @@ if (hasInterface) then {
|
||||
// Statement
|
||||
[ACE_player, currentMuzzle ACE_player, false] call FUNC(clearJam);
|
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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", {
|
||||
|
@ -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;
|
||||
|
@ -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 {
|
||||
|
@ -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;
|
||||
|
@ -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";
|
||||
};
|
||||
|
||||
|
@ -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);
|
||||
|
@ -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
|
||||
|
@ -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;
|
||||
|
@ -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);
|
||||
|
@ -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];
|
||||
|
@ -18,7 +18,7 @@
|
||||
|
||||
params ["_unit", "_sandbag"];
|
||||
|
||||
_unit playActionNow "PutDown";
|
||||
[_unit, "PutDown"] call EFUNC(common,doGesture);
|
||||
|
||||
_unit setVariable [QGVAR(isUsingSandbag), true];
|
||||
|
||||
|
@ -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"];
|
||||
|
Loading…
Reference in New Issue
Block a user