ACE3/addons/gestures/functions/fnc_playSignal.sqf
jonpas e11e102a76 Underwater actions support (#4984)
* 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
2017-08-22 13:30:56 -05:00

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/*
* Author: joko // Jonas, Emperias, Zigomarvin
* Detect if the player and play the Gesture Animation
*
* Arguments:
* Animation <STRING>
*
* Return Value:
* Boolean <BOOL>
*
* Example:
* "GeniusAnimation" call ace_gestures_fnc_playSignal
*
* Public: No
*/
#include "script_component.hpp"
TRACE_1("params",_this);
if (GVAR(showOnInteractionMenu) == 0) exitWith {false};
if !([ACE_player, objNull, ["isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
private _gesture = if ((_this select [0,2]) == "BI") then {
//If it starts with BI, just strip off the leading BI and use it directly
_this select [2]
} else {
//Adjust gesture based on stance:
if (((animationState ACE_player) select [0, 12]) in ["amovpercmstp", "amovpercmwlk", "amovpercmtac"] && weaponLowered ACE_player) then {
format ["%1StandLowered", _this]
} else {
_this
};
};
TRACE_1("playing gesture",_gesture);
[ACE_player, _gesture] call EFUNC(common,doGesture);
true