Added reduced bleeding based on stance

Also a fix to prevent stop animation while in vehicle.
This commit is contained in:
vbawol
2013-06-20 08:40:56 -05:00
parent 888ba11add
commit 0c60e9ce97
2 changed files with 20 additions and 4 deletions

View File

@@ -16,13 +16,18 @@ _anim4 = toArray _anim;
_anim4 resize 4;
_anim4 = toString _anim4;
dayz_isKneeling = false;
dayz_isCrawling = false;
if (["pknl",_anim] call fnc_inString) then {
_scaleMvmt = 0.2; //0.1;
_scalePose = 0.6; //0.4
} else {;
dayz_isKneeling = true;
} else {
if (["ppne",_anim] call fnc_inString) then {
_scaleMvmt = 0.3;
_scalePose = 0.14;
dayz_isCrawling = true;
};
};
@@ -35,8 +40,10 @@ if (_anim4 == "aswm") then {
if(!_isWater) then {
// Stops swimming in ground
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
// This sleep was much needed
sleep 5;

View File

@@ -136,9 +136,18 @@ fnc_usec_playerBleed = {
_bleedPerSec = (r_player_bloodTotal / _bleedTime);
_total = r_player_bloodTotal;
r_player_injured = true;
_myBleedTime = (random 500) + 100;
_myBleedTime = (random 300) + 30;
_bTime = 0;
while {r_player_injured} do {
// If kneeling or crawling reduce bleeding
if(dayz_isKneeling) then {
_bleedPerSec = _bleedPerSec / 2;
};
if(dayz_isCrawling) then {
_bleedPerSec = _bleedPerSec / 4;
};
//bleed out
if (r_player_blood > 0) then {
r_player_blood = r_player_blood - _bleedPerSec;