ACE3/addons/medical_engine/functions/fnc_applyAnimAfterRagdoll.sqf
jonpas 742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00

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#include "..\script_component.hpp"
/*
* Author: diwako
* Apply a fitting unconscious animation to a knocked out unit
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Animation <STRING>
*
* Return Value:
* None
*
* Example:
* [_unit, _anim] call ace_medical_engine_fnc_applyAnimAfterRagdoll;
*
* Public: No
*/
params ["_unit", "_anim"];
TRACE_2("applyAnimAfterRagdoll",_unit,_anim);
if !(IS_UNCONSCIOUS(_unit) && // do not run if unit is conscious
{alive _unit && // do not run if unit is dead
{isNull objectParent _unit}}) exitWith {}; // do not run if unit in any vehicle
private _animsArray = GVAR(animations) getVariable [_anim, [""]];
private _random = (toArray (hashValue _unit)) param [0, 0];
private _index = _random % (count _animsArray);
private _unconsciousAnimation = _animsArray select _index;
if (_unconsciousAnimation isEqualTo "") exitWith {
// not a valid animation found
ERROR_1("No valid animation found! [from anim: %1]",_anim);
};
// Apply the animation only locally on the machine and do not broadcast it to others
// Reason is the nature of setUnconscious' end of ragdoll animation is not synced on all machines either
// Not synced animations are preferred over units snapping from one to another animation
TRACE_2("switchMove",_unit,_unconsciousAnimation);
_unit switchMove _unconsciousAnimation;