ACE3/addons/common/functions/fnc_getDeathAnim.sqf

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/*
* Author: Glowbal, PabstMirror
* Get the death animation for the unit at current time
*
* Arguments:
* 0: unit <OBJECT>
*
* Return Value:
* animation <STRING>
*
* Example:
* [bob] call ace_common_fnc_getDeathAnim
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit"];
private ["_returnAnimation", "_animationState", "_unitAnimationCfg", "_unitActionsCfg", "_interpolateArray", "_indexAnimation"];
_returnAnimation = "";
_animationState = animationState _unit;
_unitAnimationCfg = configFile >> "CfgMovesMaleSdr" >> "States" >> _animationState;
//If we're already in a terminal animation just return current
if (getNumber (_unitAnimationCfg >> "terminal") == 1) exitWith {_animationState};
_unitActionsCfg = configFile >> "CfgMovesBasic" >> "Actions" >> getText (_unitAnimationCfg >> "actions");
TRACE_2("Animation/Action", configName _unitAnimationCfg, configName _unitActionsCfg);
if (vehicle _unit != _unit) then {
_interpolateArray = getArray (_unitAnimationCfg >> "interpolateTo");
for "_index" from 0 to (count _interpolateArray - 1) step 2 do {
_indexAnimation = _interpolateArray select _index;
//No guarentee that first animation will be right so scan for the first "terminal" animation
//E.G.: interpolateTo[] = {"passenger_apc_generic04still",1,"KIA_passenger_apc_generic04",1};
if (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> _indexAnimation >> "terminal") == 1) exitWith {
_returnAnimation = _indexAnimation;
};
};
} else {
_returnAnimation = getText (_unitActionsCfg >> "die");
};
//Fallback if nothing valid found:
if (_returnAnimation == "") then {_returnAnimation = "Unconscious"};
_returnAnimation