/** * fn_setProne.sqf * @Descr: Force a unit to go prone * @Author: Glowbal * * @Arguments: [unit OBJECT] * @Return: void * @PublicAPI: true */ #include "script_component.hpp" private ["_unit"]; _unit = [_this,0, ObjNull,[ObjNull]] call BIS_fnc_Param; switch (currentWeapon _unit) do { case (primaryWeapon _unit): { [_unit,"amovppnemstpsraswrfldnon"] call FUNC(localAnim); }; case (secondaryWeapon _unit): { [_unit,"amovppnemstpsraswlnrdnon"] call FUNC(localAnim); }; case (handgunWeapon _unit): { [_unit,"AmovPpneMstpSrasWpstDnon"] call FUNC(localAnim); }; default { [_unit,"amovppnemstpsnonwnondnon"] call FUNC(localAnim); }; };