/* * Author: commy2 * Adds reactions to a unit that was hit. EH only runs where to unit is local. Adds screams, falling down, falling from ladders, ejecting from static weapons and camshake for players * * Arguments: * 0: unit * 1: firer * 2: damage taken * * Return Value: * None * * Public: No */ #include "script_component.hpp" params ["_unit", "_firer", "_damage"]; // exit if system is disabled if (GVAR(minDamageToTrigger) == -1) exitWith {}; // don't fall after minor damage if (_damage < GVAR(minDamageToTrigger)) exitWith {}; // don't fall on collision damage if (_unit == _firer) exitWith {}; // camshake for player if (_unit == ACE_player) then { addCamShake [3, 5, _damage + random 10]; }; private _vehicle = vehicle _unit; // handle static weapons if (_vehicle isKindOf "StaticWeapon") exitWith { if (!alive _unit) then { _unit action ["Eject", _vehicle]; unassignVehicle _unit; }; }; // don't do animations if in a vehicle (looks weird and animations never reset): if (_vehicle != _unit) exitWith {}; // this checks most things, so it doesn't mess with being inside vehicles or while dragging etc. if !([_unit, _vehicle] call EFUNC(common,canInteractWith)) exitWith {}; // handle ladders if (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> animationState _unit >> "ACE_isLadder") == 1) exitWith { _unit action ["LadderOff", nearestObject [position _unit, "House"]]; }; // only play animation when standing due to lack of animations, sry if !(stance _unit in ["CROUCH", "STAND"]) exitWith {}; private _velocity = vectorMagnitude velocity _unit; // only fall when moving if (_velocity < 2) exitWith {}; // get correct animation by weapon private _anim = _unit call FUNC(getRandomAnimation); // exit if no animation for this weapon exists, i.e. binocular or rocket launcher if (_anim == "") exitWith {}; // don't mess with transitions. don't fall then. if !([_unit] call EFUNC(common,inTransitionAnim)) then { [_unit, _anim, 2] call EFUNC(common,doAnimation); };