#include "..\script_component.hpp" /* * Author: commy2 * Get a random fall animation for the unit. * * Arguments: * 0: unit * * Return Value: * Fall animation * * Example: * [bob] call ACE_hitreactions_fnc_getRandomAnimation * * Public: No */ params ["_unit"]; private _weapon = currentWeapon _unit; if (_weapon == "") exitWith { "AmovPercMsprSnonWnonDf_AmovPpneMstpSnonWnonDnon" }; if (_weapon == primaryWeapon _unit) exitWith { if (_unit call EFUNC(common,isPlayer)) then { private _isRunning = _velocity > 4; [ ["AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon_2", "AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon"] select _isRunning, ["AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon_2", "AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon"] select _isRunning, "AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDleft", "AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDright" ] select floor random 4 } else { "AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon" }; }; if (_weapon == handgunWeapon _unit) exitWith { if (_unit call EFUNC(common,isPlayer)) then { [ "AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon", "AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon", "AmovPercMstpSrasWpstDnon_AadjPpneMstpSrasWpstDleft", "AmovPercMstpSrasWpstDnon_AadjPpneMstpSrasWpstDright" ] select floor random 4 } else { "AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon" }; }; ""