ObjectEvent Func, swap execRemoteFnc in doAnim

#3370
This commit is contained in:
PabstMirror 2016-02-21 11:08:07 -06:00
parent 5dcb8707dd
commit cb33666091
4 changed files with 54 additions and 10 deletions

View File

@ -149,6 +149,9 @@ if (isServer) then {
["setSpeaker", {(_this select 0) setSpeaker (_this select 1)}] call FUNC(addEventhandler);
["selectLeader", {(_this select 0) selectLeader (_this select 1)}] call FUNC(addEventHandler);
["setVelocity", {(_this select 0) setVelocity (_this select 1)}] call FUNC(addEventHandler);
["playMove", {(_this select 0) playMove (_this select 1)}] call FUNC(addEventHandler);
["playMoveNow", {(_this select 0) playMoveNow (_this select 1)}] call FUNC(addEventHandler);
["switchMove", {(_this select 0) switchMove (_this select 1)}] call FUNC(addEventHandler);
if (isServer) then {
["hideObjectGlobal", {(_this select 0) hideObjectGlobal (_this select 1)}] call FUNC(addEventHandler);

View File

@ -253,6 +253,7 @@ GVAR(eventsLocation) setText QGVAR(eventsLocation);
PREP(globalEvent);
PREP(_handleNetEvent);
PREP(addEventHandler);
PREP(objectEvent);
PREP(targetEvent);
PREP(serverEvent);
PREP(localEvent);

View File

@ -1,6 +1,5 @@
/*
* Author: commy2
*
* Execute an animation. This is used to not break things like the unconsciousness animation.
*
* Arguments:
@ -10,15 +9,20 @@
* 0 = PlayMove
* 1 = PlayMoveNow
* 2 = SwitchMove (no transitional animation, doesn't overwrite priority 1)
* 3: Force overwritting unconscious (default: false) <BOOL>
*
* Return Value:
* None
*
* Example:
* [player, "AmovPercMstpSnonWnonDnon_exerciseKata", 1] call ace_common_fnc_doAnimation
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_unit", "_animation", ["_priority", 0], ["_force", false]];
TRACE_4("params",_unit,_animation,_priority,_force);
// don't overwrite more important animations
if (_unit getVariable ["ACE_isUnconscious", false] && {(_animation != "Unconscious")} && {!_force}) exitWith {};
@ -33,36 +37,38 @@ if (_animation == "") then {
//if (_animation == animationState _unit) exitWith {};
TRACE_2("",local _unit,vehicle _unit);
switch (_priority) do {
case 0: {
if (_unit == vehicle _unit) then {
[_unit, format ["{_this playMove '%1'}", _animation], _unit] call FUNC(execRemoteFnc);
["playMove", _unit, [_unit, _animation]] call FUNC(objectEvent);
} else {
// Execute on all machines. PlayMove and PlayMoveNow are bugged: They have no global effects when executed on remote machines inside vehicles.
[_unit, format ["{_this playMove '%1'}", _animation]] call FUNC(execRemoteFnc);
["playMove", [_unit, _animation]] call FUNC(globalEvent);
};
};
case 1: {
if (_unit == vehicle _unit) then {
[_unit, format ["{_this playMoveNow '%1'}", _animation], _unit] call FUNC(execRemoteFnc);
["playMoveNow", _unit, [_unit, _animation]] call FUNC(objectEvent);
} else {
// Execute on all machines. PlayMove and PlayMoveNow are bugged: They have no global effects when executed on remote machines inside vehicles.
[_unit, format ["{_this playMoveNow '%1'}", _animation]] call FUNC(execRemoteFnc);
// Execute on all machines. PlayMove and PlayMoveNow are bugged: They have no global effects when executed on remote machines inside vehicles.
["playMoveNow", [_unit, _animation]] call FUNC(globalEvent);
};
};
case 2: {
// try playMoveNow first
if (_unit == vehicle _unit) then {
[_unit, format ["{_this playMoveNow '%1'}", _animation], _unit] call FUNC(execRemoteFnc);
["playMoveNow", _unit, [_unit, _animation]] call FUNC(objectEvent);
} else {
// Execute on all machines. PlayMove and PlayMoveNow are bugged: They have no global effects when executed on remote machines inside vehicles.
[_unit, format ["{_this playMoveNow '%1'}", _animation]] call FUNC(execRemoteFnc);
// Execute on all machines. PlayMove and PlayMoveNow are bugged: They have no global effects when executed on remote machines inside vehicles.
["playMoveNow", [_unit, _animation]] call FUNC(globalEvent);
};
// if animation doesn't respond, do switchMove
if (animationState _unit != _animation) then {
TRACE_1("did not respond to playMoveNow",animationState _unit);
// Execute on all machines. SwitchMove has local effects.
[_unit, format ["{_this switchMove '%1'}", _animation]] call FUNC(execRemoteFnc);
["switchMove", [_unit, _animation]] call FUNC(globalEvent);
};
};
default {};

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@ -0,0 +1,34 @@
/*
* Author: PabstMirror
* Execute an event where object is local.
* If local there is no network traffic/delay (Unlike targetEvent)
*
* Arguments:
* 0: Event name (STRING)
* 1: Event target <OBJECT>
* 2: Event args <ANY>
*
* Return Value:
* None
*
* Example:
* ["doThing", vehicle player, []] call ace_common_fnc_objectEvent
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_eventName", "_eventTarget", "_eventArgs"];
#ifdef DEBUG_EVENTS
ACE_LOGINFO_2("* Object Event: %1 - %2",_eventName,_eventTarget);
ACE_LOGINFO_1(" args=%1",_eventArgs);
#endif
if (local _eventTarget) then {
[_eventName, _eventArgs] call FUNC(localEvent);
} else {
_this call FUNC(targetEvent);
};
nil