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711e1fc026
* Fix Magazine Repack underwater - fix #5513 Also prevent common goKneeling function underwater * Fix loading patients underwater - fix #5515 * Fix load object underwater * Fix take nozzle on jerry can underwater * Fix refuel underwater conditions further * Use isTouchingGround, Make refuel semi-compatible reports false if head is out of the water, we want true even if we are not diving * Less interact exceptions duplication * Use animationState to determine if unit is swimming, create common function and use it instead of isTouchingGround * Fix condition * Support dragging underwater No carrying due to animation timing issues and other misc things * Allow Medical Legs SelfActions underwater * Fix fixPosition function underwater (use getPosATL instead of getPos) * Fix fixPosition's slope adjustment for non-gravity objects, Do the same for objects without simulation as well
27 lines
768 B
Plaintext
27 lines
768 B
Plaintext
/*
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* Author: commy2
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* Move unit to kneeling position (only if not yet prone and not underwater).
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*
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* Arguments:
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* 0: Unit <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [bob] call ace_common_fnc_goKneeling
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit"];
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// Animation changes even inside vehicle post-1.60
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if (stance _unit == "PRONE" || {vehicle _unit != _unit} || {_unit call EFUNC(common,isSwimming)}) exitWith {};
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[
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_unit,
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["AmovPknlMstpSnonWnonDnon", "AmovPknlMstpSlowWrflDnon", "AmovPknlMstpSrasWlnrDnon", "AmovPknlMstpSlowWpstDnon", "AmovPknlMstpSoptWbinDnon"] select ((["", primaryWeapon _unit, secondaryWeapon _unit, handgunWeapon _unit, binocular _unit] find currentWeapon _unit) max 0)
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] call FUNC(doAnimation);
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