/* * Author: BaerMitUmlaut * Calculates the duty of the current animation. * * Arguments: * 0: Unit * 1: Animation name * * Return Value: * Duty * * Example: * [player, "AidlPercMstpSlowWrflDnon_G05"] call ace_advanced_fatigue_fnc_getAnimDuty * * Public: No */ #include "script_component.hpp" params ["_unit", "_animName"]; private _duty = 1; private _animType = _animName select [1, 3]; GVAR(isSwimming) = false; if (_animType in ["idl", "mov"]) then { switch (_animName select [5, 3]) do { case ("knl"): { _duty = 1.5; }; case ("pne"): { _duty = 12; }; default { _duty = 1; }; }; if (currentWeapon _unit != handgunWeapon _unit) then { if (_animName select [13, 3] == "ras") then { // low ready jog _duty = _duty * 1.2; if (_animName select [9, 3] == "tac") then { // high ready jog/walk _duty = _duty * 1.5; }; }; }; } else { // swimming and diving if (_animType in ["swm", "ssw", "bsw", "dve", "sdv", "bdv"]) then { _duty = 5; GVAR(isSwimming) = true; }; }; _duty