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cee187adac
Convert vehicle to objectParent
44 lines
1.2 KiB
Plaintext
44 lines
1.2 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: BaerMitUmlaut
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* Plays the corresponding treatment animation.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Treatment name <STRING>
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* 2: Is self treatment <BOOL>
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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, true, true] call ACE_medical_ai_fnc_playTreatmentAnim
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*
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* Public: No
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*/
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params ["_unit", "_actionName", "_isSelfTreatment"];
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TRACE_3("playTreatmentAnim",_unit,_actionName,_isSelfTreatment);
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if (!isNull objectParent _unit) exitWith {};
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private _configProperty = "animationMedic";
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if (_isSelfTreatment) then {
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_configProperty = _configProperty + "Self";
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};
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if (stance _unit == "PRONE") then {
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_configProperty = _configProperty + "Prone";
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};
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private _anim = getText (configFile >> QEGVAR(medical_treatment,Actions) >> _actionName >> _configProperty);
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if (_anim == "") exitWith { WARNING_2("no anim [%1, %2]",_actionName,_configProperty); };
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private _wpn = switch (true) do {
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case ((currentWeapon _unit) == ""): {"non"};
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case ((currentWeapon _unit) == (primaryWeapon _unit)): {"rfl"};
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case ((currentWeapon _unit) == (handgunWeapon _unit)): {"pst"};
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default {"non"};
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};
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_anim = [_anim, "[wpn]", _wpn] call CBA_fnc_replace;
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[_unit, _anim] call EFUNC(common,doAnimation);
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