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https://github.com/acemod/ACE3.git
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119 lines
3.6 KiB
Plaintext
119 lines
3.6 KiB
Plaintext
/*
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* Author: commy2
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* Adds reactions to a unit that was hit. EH only runs where to unit is local. Adds screams, falling down, falling from ladders, ejecting from static weapons and camshake for players
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*
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* Arguments:
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* 0: unit <OBJECT>
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* 1: firer <OBJECT>
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* 2: damage taken <NUMBER>
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*
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* Return Value:
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* None
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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", "_firer", "_damage"];
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// exit if system is disabled
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if (GVAR(minDamageToTrigger) == -1) exitWith {};
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// don't fall after minor damage
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if (_damage < GVAR(minDamageToTrigger)) exitWith {};
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// don't fall on collision damage
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if (_unit == _firer) exitWith {};
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// camshake for player
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if (_unit == ACE_player) then {
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addCamShake [3, 5, _damage + random 10];
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};
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// play scream sound
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if (!isNil QUOTE(EFUNC(medical,playInjuredSound))) then {
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[_unit] call EFUNC(medical,playInjuredSound);
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};
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private "_vehicle";
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_vehicle = vehicle _unit;
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// handle static weapons
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if (_vehicle isKindOf "StaticWeapon") exitWith {
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if (!alive _unit) then {
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_unit action ["Eject", _vehicle];
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unassignVehicle _unit;
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};
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};
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// don't do animations if in a vehicle (looks weird and animations never reset):
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if (_vehicle != _unit) exitWith {};
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// this checks most things, so it doesn't mess with being inside vehicles or while dragging etc.
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if !([_unit, _vehicle] call EFUNC(common,canInteractWith)) exitWith {};
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// handle ladders
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if (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> animationState _unit >> "AGM_isLadder") == 1) exitWith {
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_unit action ["LadderOff", nearestObject [position _unit, "House"]];
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};
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// only play animation when standing due to lack of animations, sry
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if !(stance _unit in ["CROUCH", "STAND"]) exitWith {};
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private "_velocity";
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_velocity = vectorMagnitude velocity _unit;
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// only fall when moving
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if (_velocity < 2) exitWith {};
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// get correct animation by weapon
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private "_anim";
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call {
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private "_weapon";
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_weapon = currentWeapon _unit;
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if (_weapon == "") exitWith {
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_anim = "AmovPercMsprSnonWnonDf_AmovPpneMstpSnonWnonDnon"
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};
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if (_weapon == primaryWeapon _unit) exitWith {
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if ([_unit] call EFUNC(common,isPlayer)) then {
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private "_isRunning";
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_isRunning = _velocity > 4;
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_anim = [
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["AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon_2", "AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon"] select _isRunning,
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["AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon_2", "AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon"] select _isRunning,
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"AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDleft",
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"AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDright"
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] select floor random 4;
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} else {
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_anim = "AmovPercMsprSlowWrfldf_AmovPpneMstpSrasWrflDnon";
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};
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};
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if (_weapon == handgunWeapon _unit) exitWith {
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if ([_unit] call EFUNC(common,isPlayer)) then {
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_anim = [
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"AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon",
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"AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon",
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"AmovPercMstpSrasWpstDnon_AadjPpneMstpSrasWpstDleft",
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"AmovPercMstpSrasWpstDnon_AadjPpneMstpSrasWpstDright"
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] select floor random 4;
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} else {
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_anim = "AmovPercMsprSlowWpstDf_AmovPpneMstpSrasWpstDnon";
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};
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};
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_anim = "";
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};
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// exit if no animation for this weapon exists, i.e. binocular or rocket launcher
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if (_anim == "") exitWith {};
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// don't mess with transitions. don't fall then.
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if !([_unit] call EFUNC(common,inTransitionAnim)) then {
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[_unit, _anim, 2] call EFUNC(common,doAnimation);
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};
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