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https://github.com/acemod/ACE3.git
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e11e102a76
* Enable majority of actions underwater * Remove log * Add logistics_wirecutter support (don't play kneel animations underwater - looks silly) * Don't perform kneel animations when repairing or medicaling underwater * Fix interaction menu rendering underwater (was moving based on player eye level due to height max used for large vehicles) * Fix attach underwater (LIW does not work underwater, LIS does), Add attach scan drawing define * Remove left-over systemChat * Remove vehiclelock from Plane, Disallow linking belt underwater, Allow checking ammo when sitting via action (was already possible via keybind), Use param for LIS
38 lines
1009 B
Plaintext
38 lines
1009 B
Plaintext
/*
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* Author: joko // Jonas, Emperias, Zigomarvin
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* Detect if the player and play the Gesture Animation
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*
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* Arguments:
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* Animation <STRING>
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*
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* Return Value:
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* Boolean <BOOL>
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*
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* Example:
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* "GeniusAnimation" call ace_gestures_fnc_playSignal
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*
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* Public: No
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*/
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#include "script_component.hpp"
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TRACE_1("params",_this);
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if (GVAR(showOnInteractionMenu) == 0) exitWith {false};
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if !([ACE_player, objNull, ["isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
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private _gesture = if ((_this select [0,2]) == "BI") then {
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//If it starts with BI, just strip off the leading BI and use it directly
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_this select [2]
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} else {
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//Adjust gesture based on stance:
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if (((animationState ACE_player) select [0, 12]) in ["amovpercmstp", "amovpercmwlk", "amovpercmtac"] && weaponLowered ACE_player) then {
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format ["%1StandLowered", _this]
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} else {
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_this
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};
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};
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TRACE_1("playing gesture",_gesture);
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[ACE_player, _gesture] call EFUNC(common,doGesture);
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true
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