/* * Author: Alganthe * Change unit animation / play sound preview. * * Arguments: * None * * Return Value: * None * * Public: No */ #include "script_component.hpp" #include "..\defines.hpp" private _nextAction = switch (GVAR(currentLeftPanel)) do { case IDC_buttonPrimaryWeapon : { ["Civil", "PrimaryWeapon"] select ((GVAR(currentItems) select 0) != "") }; case IDC_buttonSecondaryWeapon : { ["Civil", "SecondaryWeapon"] select (GVAR(currentItems) select 1 != "") }; case IDC_buttonHandgun : { ["Civil", "HandGunOn"] select (GVAR(currentItems) select 2 != "") }; case IDC_buttonHeadgear; case IDC_buttonUniform; case IDC_buttonVest; case IDC_buttonBackpack; case IDC_buttonGoggles; case IDC_buttonMap; case IDC_buttonGPS; case IDC_buttonRadio; case IDC_buttonCompass; case IDC_buttonWatch; case IDC_buttonFace; case IDC_buttonNVG : { "Civil" }; case IDC_buttonBinoculars : { ["Civil", "Binoculars"] select (GVAR(currentItems) select 9 != "") }; case IDC_buttonInsigna : { "Salute" }; case IDC_buttonVoice : { GVAR(center) directSay "CuratorObjectPlaced"; "Civil" }; }; if (_nextAction != GVAR(currentAction)) then { switch (_nextAction) do { case "PrimaryWeapon": { GVAR(selectedWeaponType) = 0; }; case "SecondaryWeapon": { GVAR(selectedWeaponType) = 1; }; case "HandGunOn": { GVAR(selectedWeaponType) = 2; }; }; if (simulationEnabled GVAR(center)) then { GVAR(center) playActionNow _nextAction; } else { GVAR(center) switchAction _nextAction; }; GVAR(currentAction) = _nextAction; };