/*
Author: Jiri Wainar
Description:
Play set of ambient animations on given unit.
Remarks:
* Can handle several different anims and auto-switching between them.
* Detects nearby units with the same animation set and tries to select different animations.
* A game logic is created on units position and animated unit is then attached to it, to prevent possible problems, like player pushing units around.
* The unit can be snapped to a set snappoint to prevent game from repositioning the unit.
* The snappoint is automatically detected, snap distance is 2 meters (in top-down view, ignoring vertical info).
* To position unit vertically, move its snappoint up/down.
* A snappoint is a (cyan colored) helper "Sign_Pointer_Cyan_F".
* This is extremely handy if the unit needs to be placed near object(s) - like on chair near a table.
Parameter(s):
0: OBJECT - unit the anim & gear changes are going to be applied to
1: STRING - animation set id, describing what the unit's action looks like.
> "STAND" - standing still, slightly turning to the sides, with rifle weapon
> "STAND_IA" - standing still, slightly turning to the sides, with rifle weapon
> "STAND_U1-3" - standing still, slightly turning to the sides, no weapon
> "WATCH1-2" - standing and turning around, with rifle weapon
> "GUARD" - standing still, like on guard with hands behing the body
> "LISTEN_BRIEFING" - standing still, hands behind back, recieving briefing / commands, no rifle.
> "LEAN_ON_TABLE" - standing while leaning on the table
> "LEAN" - standing while leaning (on wall)
> "BRIEFING" - standing, playing ambient briefing loop with occasional random moves
> "BRIEFING_POINT_LEFT" - contains 1 extra pointing animation, pointing left & high
> "BRIEFING_POINT_RIGHT" - contains 1 extra pointing animation, pointing right & high
> "BRIEFING_POINT_TABLE" - contains 1 extra pointing animation, pointing front & low, like at table
> "SIT1-3" - sitting on chair or bench, with rifle weapon
> "SIT_U1-3" - sitting on chair or bench, without weapon
> "SIT_AT_TABLE" - sitting @ table, hands on table
> "SIT_HIGH1-2" - sitting on taller objects like a table or wall, legs not touching the ground. Needs a rifle!
> "SIT_LOW" - sitting on the ground, with weapon.
> "SIT_LOW_U" - sitting on the ground, without weapon.
> "SIT_SAD1-2" - sitting on a chair, looking very sad.
> "KNEEL" - kneeling, with weapon.
> "PRONE_INJURED_U1-2" - laying wounded, back on the ground, wothout weapon
> "PRONE_INJURED" - laying wounded & still, back on the ground, with or without weapon
> "KNEEL_TREAT" - kneeling while treating the wounded
> "REPAIR_VEH_PRONE" - repairing vehicle while laying on the ground (under the vehicle)
> "REPAIR_VEH_KNEEL" - repairing vehicle while kneeling (like changing a wheel)
> "REPAIR_VEH_STAND" - repairing/cleaning a vehicle while standing
2: STRING - equipment level id, describing how heavily is the unit equipped.
> "NONE" - no goggles, headgear, vest, weapon
> "LIGHT" - no goggles, headgear, vest
> "MEDIUM" - no goggles, headgear
> "FULL" - no goggles
> "ASIS" - no touches to the gear
> "RANDOM" (default) - gear is randomized according to the animation set
3: OBJECT - object unit to snap to; function won't try to search for the closest snappoint and will use this snappoint instead
4: BOOL - function will try to interpolate into the ambient animation, if the interpolateTo link exists
- it is not officialy supported, so it's disabled by default
- works only for transitions from (some) default A3 stances to sets "STAND", "SIT_LOW" and "KNEEL"
Returns:
-
Example:
[this,"SIT_HIGH2"] call BIS_fnc_ambientAnim;
*/