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