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* Merge ACEX - first attempt Backwards compatibility with XGVAR set of macros used on all settings and config entries Public API functions not taken into account yet, many other things probably still missed * Resolve issues * Switch to addSetting, backward compatible CfgPatches, missed XGVAR. * Remove unnecessary backwards compat * Convert ACEX Categorised settings to initSettings / Fix Intel items magazine * Apply suggestions from code review Co-authored-by: PabstMirror <pabstmirror@gmail.com> * Remove maintainers from merged ACEX components * Cleanup unused module and faction classes * Sitting - Add more object configs by @Dystopian https://github.com/acemod/ACEX/pull/255 * Translations - Add Japanese by @classicarma https://github.com/acemod/ACEX/pull/259 * Kill Tracker - Add killtracker.inc public include file by @Freddo3000" https://github.com/acemod/ACEX/pull/251 * Add ACEX authors and sort authors file * acex - final tweaks (#8513) * acex - handle old funcs * replace thirst/hunger setvars to acex naming fix macro Revert "fix macro" This reverts commit d807e5e804c43916eaa42d34a89af94c6d9a48ad. Revert "replace thirst/hunger setvars to acex naming" This reverts commit bafc607884932d6e339daedc7c22e25dddbdd868. x Co-authored-by: TyroneMF <TyroneMF@hotmail.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
36 lines
1.0 KiB
Plaintext
36 lines
1.0 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: mharis001
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* Returns an appropriate animation for drinking directly from the given water source.
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*
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* Arguments:
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* 0: Player <OBJECT>
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* 1: Water Source <OBJECT>
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*
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* Return Value:
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* Animation <STRING>
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*
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* Example:
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* [_player, _source] call ace_field_rations_getDrinkAnimation
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*
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* Public: No
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*/
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params ["_player", "_source"];
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private _offset = _source call FUNC(getActionOffset);
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private _actionPos = _source modelToWorld _offset;
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private _playerPos = _player modelToWorld [0, 0, 0];
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private _difference = (_actionPos vectorDiff _playerPos) select 2;
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// Experimentally determined values to try to match height difference to different animations
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switch (true) do {
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case (_difference < 0.1): {QGVAR(drinkFromSourceSquatLow)};
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case (_difference < 0.4): {QGVAR(drinkFromSourceSquat)};
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case (_difference < 0.8): {QGVAR(drinkFromSourceSquatHigh)};
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case (_difference < 1.2): {QGVAR(drinkFromSourceLow)};
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case (_difference < 1.4): {QGVAR(drinkFromSource)};
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default {QGVAR(drinkFromSourceHigh)};
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};
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