ACE3/addons/field_rations/functions/fnc_getDrinkAnimation.sqf
jonpas 6ca9d59443
Merge ACEX (#8415)
* 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>
2021-10-14 10:46:43 -05:00

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#include "script_component.hpp"
/*
* Author: mharis001
* Returns an appropriate animation for drinking directly from the given water source.
*
* Arguments:
* 0: Player <OBJECT>
* 1: Water Source <OBJECT>
*
* Return Value:
* Animation <STRING>
*
* Example:
* [_player, _source] call ace_field_rations_getDrinkAnimation
*
* Public: No
*/
params ["_player", "_source"];
private _offset = _source call FUNC(getActionOffset);
private _actionPos = _source modelToWorld _offset;
private _playerPos = _player modelToWorld [0, 0, 0];
private _difference = (_actionPos vectorDiff _playerPos) select 2;
// Experimentally determined values to try to match height difference to different animations
switch (true) do {
case (_difference < 0.1): {QGVAR(drinkFromSourceSquatLow)};
case (_difference < 0.4): {QGVAR(drinkFromSourceSquat)};
case (_difference < 0.8): {QGVAR(drinkFromSourceSquatHigh)};
case (_difference < 1.2): {QGVAR(drinkFromSourceLow)};
case (_difference < 1.4): {QGVAR(drinkFromSource)};
default {QGVAR(drinkFromSourceHigh)};
};