ACE3/addons/common/functions/fnc_doAnimation.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* 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
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: commy2
* Execute an animation. This is used to not break things like the unconsciousness animation.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Animation <STRING>
* 2: Priority of the animation. (default: 0) <NUMBER>
* 0 = PlayMove
* 1 = PlayMoveNow
* 2 = SwitchMove (no transitional animation, doesn't overwrite priority 1)
* 3: Force overwritting unconscious (default: false) <BOOL>
*
* Return Value:
* None
*
* Example:
* [player, "AmovPercMstpSnonWnonDnon_exerciseKata", 1] call ace_common_fnc_doAnimation
*
* Public: Yes
*/
params ["_unit", "_animation", ["_priority", 0], ["_force", false]];
TRACE_4("params",_unit,_animation,_priority,_force);
// don't overwrite more important animations
if (_unit getVariable ["ACE_isUnconscious", false] && {(_animation != "Unconscious")} && {!_force}) exitWith {};
// don't go unconscious if the unit isn't unconscious
if (_animation == "Unconscious" && {!((_unit getVariable ["ACE_isUnconscious", false]) || (_unit getVariable ["ACE_isDead", false]))}) exitWith {};
// switchMove "" no longer works in dev 1.37
if (_animation == "") then {
_animation = [_unit] call FUNC(getDefaultAnim);
};
//if (_animation == animationState _unit) exitWith {};
TRACE_2("",local _unit,vehicle _unit);
switch (_priority) do {
case 0: {
if (_unit == vehicle _unit) then {
[QGVAR(playMove), [_unit, _animation], _unit] call CBA_fnc_targetEvent;
} else {
// Execute on all machines. PlayMove and PlayMoveNow are bugged: They have no global effects when executed on remote machines inside vehicles.
[QGVAR(playMove), [_unit, _animation]] call CBA_fnc_globalEvent;
};
};
case 1: {
if (_unit == vehicle _unit) then {
[QGVAR(playMoveNow), [_unit, _animation], _unit] call CBA_fnc_targetEvent;
} else {
// Execute on all machines. PlayMove and PlayMoveNow are bugged: They have no global effects when executed on remote machines inside vehicles.
[QGVAR(playMoveNow), [_unit, _animation]] call CBA_fnc_globalEvent;
};
};
case 2: {
// try playMoveNow first
if (_unit == vehicle _unit) then {
[QGVAR(playMoveNow), [_unit, _animation], _unit] call CBA_fnc_targetEvent;
} else {
// Execute on all machines. PlayMove and PlayMoveNow are bugged: They have no global effects when executed on remote machines inside vehicles.
[QGVAR(playMoveNow), [_unit, _animation]] call CBA_fnc_globalEvent;
};
// if animation doesn't respond, do switchMove
if (animationState _unit != _animation) then {
TRACE_1("did not respond to playMoveNow",animationState _unit);
// Execute on all machines. SwitchMove has local effects.
[QGVAR(switchMove), [_unit, _animation]] call CBA_fnc_globalEvent;
};
};
default {};
};