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Jul 20th, 2018
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  1. { // Bring datas from selected animation data
  2. if (_forEachIndex >= 1) then {
  3. _x params [
  4. "_index",
  5. "_value"
  6. ] ;
  7. switch _index do {
  8. case 0 : {
  9. if (_loadOption == -1) then {
  10. _loadOption = (selectRandom _value) ;
  11. } ;
  12. } ;
  13. case 1 : {
  14. if (!_value) then {
  15. _unit removeWeapon primaryWeapon _unit ;
  16. } ;
  17. } ;
  18. case 2 : {
  19. _value params [
  20. "_pos",
  21. "_dir"
  22. ] ;
  23. _position = _pos ;
  24. _direction = _dir ;
  25. } ;
  26. case 3 : {
  27. if (isNil "_condition") then {
  28. _condition = _value ;
  29. } ;
  30. } ;
  31. case 4 : {
  32. _inMove = (_value select 0) ;
  33. _outMove = (_value select 1) ;
  34. } ;
  35. case 5 : {
  36. _ignoreAnim = _value ;
  37. } ;
  38. case 6 : {
  39. if (typeName _value == "CODE") then {
  40. _unit spawn _value ;
  41. } else {
  42. [_unit,(_value param [1])] spawn (_value param [0])
  43. } ;
  44. } ;
  45. case 7 : {
  46. _unreact = _value ;
  47. } ;
  48. case 8 : {
  49. _afterExec = _value ;
  50. } ;
  51. } ;
  52. } ;
  53. } forEach _lastData ;
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