ACE3/addons/advanced_fatigue/functions/fnc_getAnimDuty.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

65 lines
1.5 KiB
Plaintext

#include "script_component.hpp"
/*
* Author: BaerMitUmlaut
* Calculates the duty of the current animation.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Animation name <STRING>
*
* Return Value:
* Duty <NUMBER>
*
* Example:
* [player, "AidlPercMstpSlowWrflDnon_G05"] call ace_advanced_fatigue_fnc_getAnimDuty
*
* Public: No
*/
params ["_unit", "_animName"];
private _duty = 1;
private _animType = _animName select [1, 3];
GVAR(isSwimming) = false;
GVAR(isProne) = (stance _unit) == "PRONE";
if (_animType in ["idl", "mov", "adj"]) then {
switch (_animName select [5, 3]) do {
case ("knl"): {
_duty = 1.5;
};
case ("pne"): {
_duty = 10;
GVAR(isProne) = true; // #4880 - Unarmed sprint->prone has wrong `stance`
};
default {
_duty = 1;
};
};
if (currentWeapon _unit != handgunWeapon _unit) then {
if (_animName select [13, 3] == "ras") then {
// low ready jog
_duty = _duty * 1.2;
if (_animName select [9, 3] == "tac") then {
// high ready jog/walk
_duty = _duty * 1.5;
};
};
};
} else {
// swimming and diving
switch (true) do {
case (_animType in ["swm", "ssw", "bsw"]): {
_duty = 6.5;
GVAR(isSwimming) = true;
};
case (_animType in ["dve", "sdv", "bdv"]): {
_duty = 2.5;
GVAR(isSwimming) = true;
};
};
};
_duty