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Medical Engine - Fix death animation hash keys (#10067)
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@ -41,10 +41,10 @@ GVAR(armorCache) = createHashMap;
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GVAR(fixedStatics) = [];
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GVAR(animations) = createHashMapFromArray [
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[QUNCON_ANIM(faceUp), [QUNCON_ANIM(2),QUNCON_ANIM(2_1),QUNCON_ANIM(7_1),QUNCON_ANIM(8_1),QUNCON_ANIM(5_1),QUNCON_ANIM(6_1)]],
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[QUNCON_ANIM(faceDown), [QUNCON_ANIM(1),QUNCON_ANIM(3),QUNCON_ANIM(4),"unconscious",QUNCON_ANIM(9),QUNCON_ANIM(3_1),QUNCON_ANIM(4_1)]],
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[QUNCON_ANIM(faceLeft), [QUNCON_ANIM(7),QUNCON_ANIM(8),QUNCON_ANIM(1_1),QUNCON_ANIM(7_1),QUNCON_ANIM(8_1)]],
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[QUNCON_ANIM(faceRight), [QUNCON_ANIM(5),QUNCON_ANIM(6),QUNCON_ANIM(10),QUNCON_ANIM(5_1),QUNCON_ANIM(6_1)]]
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[toLowerANSI QUNCON_ANIM(faceUp), [QUNCON_ANIM(2),QUNCON_ANIM(2_1),QUNCON_ANIM(7_1),QUNCON_ANIM(8_1),QUNCON_ANIM(5_1),QUNCON_ANIM(6_1)]],
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[toLowerANSI QUNCON_ANIM(faceDown), [QUNCON_ANIM(1),QUNCON_ANIM(3),QUNCON_ANIM(4),"unconscious",QUNCON_ANIM(9),QUNCON_ANIM(3_1),QUNCON_ANIM(4_1)]],
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[toLowerANSI QUNCON_ANIM(faceLeft), [QUNCON_ANIM(7),QUNCON_ANIM(8),QUNCON_ANIM(1_1),QUNCON_ANIM(7_1),QUNCON_ANIM(8_1)]],
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[toLowerANSI QUNCON_ANIM(faceRight), [QUNCON_ANIM(5),QUNCON_ANIM(6),QUNCON_ANIM(10),QUNCON_ANIM(5_1),QUNCON_ANIM(6_1)]]
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];
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GVAR(customHitpoints) = ["hitleftarm", "hitrightarm", "hitleftleg", "hitrightleg"];
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@ -23,7 +23,7 @@ if !(IS_UNCONSCIOUS(_unit) && // do not run if unit is conscio
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{alive _unit && // do not run if unit is dead
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{isNull objectParent _unit}}) exitWith {}; // do not run if unit in any vehicle
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private _animsArray = GVAR(animations) getOrDefault [_anim, [""]];
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private _animsArray = GVAR(animations) getOrDefault [toLowerANSI _anim, [""]];
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private _random = (toArray (hashValue _unit)) param [0, 0];
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private _index = _random % (count _animsArray);
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private _unconsciousAnimation = _animsArray select _index;
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