Organize files a bit and removed non source pbo's

This commit is contained in:
vbawol
2013-06-24 06:26:15 -05:00
parent b4cee9175b
commit 483279c126
1607 changed files with 0 additions and 0 deletions

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// allowDamage.sqf
_unit = _this select 0;
_unit switchMove "AmovPpneMstpSnonWnonDnon_healed";
_unit allowDamage true;
_unit setCaptive false;

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// animDrag.sqf
_dragee = _this select 0;
_dragee switchmove "ainjppnemstpsnonwrfldb_still";

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// animHealed.sqf
_unit = _this select 0;
_unit switchMove "AmovPpneMstpSnonWnonDnon_healed";
if (_unit == player) then {
r_player_unconscious = false;
r_player_injured = false;
};

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//carriedUp.sqf
_dragee = _this select 0;
_dragee switchmove "ainjpfalmstpsnonwrfldnon_carried_up";

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//deadState.sqf
_unit = _this select 0;
_unit switchMove "deadState";

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//lieStill.sqf
_dragee = _this select 0;
_dragee playMoveNow "ainjppnemstpsnonwrfldnon";

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// load_wounded.sqf
_unit = _this select 0;
_unit switchMove "kia_hmmwv_driver";

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// animHealed.sqf
private["_array","_unit","_medic","_display","_control"];
disableserialization;
_array = _this; //_this select 0;
_unit = _array select 0;
_medic = _array select 1;
if (_unit == player) then {
r_player_injured = false;
"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5;
r_player_handler = false;
if (r_player_blood == r_player_bloodTotal) then {
player setVariable["USEC_lowBlood",false,true];
};
//Ensure Control is visible
_display = uiNamespace getVariable 'DAYZ_GUI_display';
_control = _display displayCtrl 1303;
_control ctrlShow false;
};
if (isServer) then {
_unit setVariable["medForceUpdate",true];
};

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// medBreakLegs.sqf
private["_array","_unit","_attacker","_display","_control","_hitLegs","_hitArms"];
disableserialization;
_array = _this; //_this select 0;
_unit = _array select 0;
_attacker = _array select 1;
if (_unit == player && player distance _attacker < 5) then {
player setVariable["startcombattimer", 1, false];
// Make bleed
if (random 2 < 1) then {
// Find hit
_cnt = count (DAYZ_woundHit_ok select 1);
_index = floor (random _cnt);
_index = (DAYZ_woundHit_ok select 1) select _index;
_hit = (DAYZ_woundHit_ok select 0) select _index;
_damage = 0.1 + random (1.2);
//Record Damage to Minor parts (legs, arms)
if (_hit in USEC_MinorWounds) then {
[_unit,_hit,_damage] call object_processHit;
};
player setVariable["medForceUpdate",true,true];
1 call fnc_usec_bulletHit;
_wound = _hit call fnc_usec_damageGetWound;
//Create Wound
_unit setVariable[_wound,true,true];
[_unit,_wound,_hit] spawn fnc_usec_damageBleed;
usecBleed = [_unit,_wound,_hit];
publicVariable "usecBleed";
//Set Injured if not already
_isInjured = _unit getVariable["USEC_injured",false];
if (!_isInjured) then {
_unit setVariable["USEC_injured",true,true];
dayz_sourceBleeding = _attacker;
};
//Set ability to give blood
_lowBlood = _unit getVariable["USEC_lowBlood",false];
if (!_lowBlood) then {
_unit setVariable["USEC_lowBlood",true,true];
};
r_player_injured = true;
// reduce blood
r_player_blood = r_player_blood - 50;
// Make player infected
if (random 5 < 1) then {
r_player_infected = true;
player setVariable["USEC_infected",true,true];
};
};
[_unit,"hit",2,false] call dayz_zombieSpeak;
};

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// animHealed.sqf
_array = _this; //_this select 0;
_unit = _array select 0;
_medic = _array select 1;
_isDead = _unit getVariable["USEC_isDead",false];
if (local _unit) then {_unit setCaptive false};
if (!_isDead) then {
_unit switchMove "AmovPpneMstpSnonWnonDnon_healed";
//no need to public broadcast the variables since this runs on every peer
_unit setVariable ["NORRN_unconscious", false, false];
_unit setVariable ["USEC_isCardiac",false, false];
if (_unit == player) then {
r_player_unconscious = false;
disableUserInput false;
r_player_cardiac = false;
r_player_handler1 = false;
};
if (isServer) then {
_unit setVariable["medForceUpdate",true];
};
};

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// animHealed.sqf
private["_array","_unit","_medic","_display","_control","_hitLegs","_hitArms"];
disableserialization;
_array = _this; //_this select 0;
_unit = _array select 0;
_medic = _array select 1;
if (_unit == player) then {
r_fracture_legs = false;
r_fracture_arms = false;
_unit setHit["legs",0];
_unit setHit["hands",0];
//Ensure Control is visible
_display = uiNamespace getVariable 'DAYZ_GUI_display';
_control = _display displayCtrl 1203;
_control ctrlShow false;
_id = false spawn dayz_disableRespawn;
};
_unit setVariable ["hit_legs",0,false];
_unit setVariable ["hit_hands",0,false];
if (isServer) then {
_unit setVariable["medForceUpdate",true];
};

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// animHealed.sqf
_array = _this; //_this select 0;
_unit = _array select 0;
_medic = _array select 1;
if (_unit == player) then {
r_player_inpain = false;
R3F_TIRED_Accumulator = 0;
"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5;
};
if (isServer) then {
_unit setVariable["medForceUpdate",true];
};

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// animHealed.sqf
private["_array","_unit","_medic","_display","_control","_lowBlood"];
disableserialization;
_array = _this; //_this select 0;
_unit = _array select 0;
_medic = _array select 1;
_rndInfection = (random 15);
_TransfusionInfection = (_rndInfection < 1);
if (_unit == player) then {
r_player_blood = r_player_bloodTotal;
r_player_lowblood = false;
10 fadeSound 1;
"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5;
"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5;
if (_TransfusionInfection) then {
r_player_infected = true;
player setVariable["USEC_infected",true,true];
};
//Ensure Control is visible
_display = uiNamespace getVariable 'DAYZ_GUI_display';
_control = _display displayCtrl 1300;
_control ctrlShow true;
player setVariable["USEC_BloodQty",r_player_bloodTotal,true];
};
if (isServer) then {
_unit setVariable["medForceUpdate",true];
};

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// animHealed.sqf
_array = _this; //_this select 0;
_unit = _array select 0;
_medic = _array select 1;
_item = _array select 2;
_medic playMove "AinvPknlMstpSnonWrflDnon_medic1";

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//noAnim.sqf
_unit = _this select 0;
_unit switchMove "";

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// noDamage.sqf
_unit = _this select 0;
_unit setCaptive 3;
_unit switchMove "AmovPpneMstpSnonWnonDnon_healed";
_unit allowDamage false;
sleep 0.01;

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// pickUp.sqf
_unit = _this select 0;
_unit switchMove "acinpknlmstpsraswrfldnon_acinpercmrunsraswrfldnon";

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// promptRName.sqf
_unit = _this select 0;
call compile format ["server globalChat reviver_%1", _unit];

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// rolltoback.sqf
_unit = _this select 0;
_unit switchMove "ainjppnemstpsnonwrfldnon_rolltoback";

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// rolltofront.sqf
_unit = _this select 0;
_unit switchMove "ainjppnemstpsnonwrfldnon_rolltofront";

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// set180.sqf
_dragee = _this select 0;
_dragee setDir 180;