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* advanced_ballistics * advanced_fatigue * advanced_throwing * ai * aircraft * arsenal * atragmx * attach * backpacks * ballistics * captives * cargo * chemlights * common * concertina_wire * cookoff * dagr * disarming * disposable * dogtags * dragging * explosives * fastroping * fcs * finger * frag * gestures * gforces * goggles * grenades * gunbag * hearing * hitreactions * huntir * interact_menu * interaction * inventory * kestrel4500 * laser * laserpointer * logistics_uavbattery * logistics_wirecutter * magazinerepack * map * map_gestures * maptools * markers * medical * medical_ai * medical_blood * medical_menu * microdagr * minedetector * missileguidance * missionmodules * mk6mortar * modules * movement * nametags * nightvision * nlaw * optics * optionsmenu * overheating * overpressure * parachute * pylons * quickmount * rangecard * rearm * recoil * refuel * reload * reloadlaunchers * repair * respawn * safemode * sandbag * scopes * slideshow * spectator * spottingscope * switchunits * tacticalladder * tagging * trenches * tripod * ui * vector * vehiclelock * vehicles * viewdistance * weaponselect * weather * winddeflection * yardage450 * zeus * arsenal defines.hpp * optionals * DEBUG_MODE_FULL 1 * DEBUG_MODE_FULL 2 * Manual fixes * Add SQF Validator check for #include after block comment * explosives fnc_openTimerUI * fix uniqueItems
38 lines
1009 B
Plaintext
38 lines
1009 B
Plaintext
#include "script_component.hpp"
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/*
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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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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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