Add medic anim function with proper interrupt

Closes #1386

Vanilla commits
applied:
f99a3deced
731b957e8e

Removed
two unused files and a few variables made redundant by actionInProgress
This commit is contained in:
ebayShopper
2017-06-06 15:24:59 -04:00
parent 36b67affee
commit 48858b2e6c
61 changed files with 507 additions and 1341 deletions

View File

@@ -1,4 +1,4 @@
private ["_item","_config","_pos","_onLadder","_create","_started","_finished","_animState","_isMedic","_num_removed","_text","_haskey","_hastoolweapon","_isNear","_hasTinBar"];
private ["_item","_config","_pos","_onLadder","_create","_finished","_num_removed","_text","_haskey","_hastoolweapon","_isNear","_hasTinBar"];
if (dayz_actionInProgress) exitWith {localize "str_epoch_player_56" call dayz_rollingMessages;};
dayz_actionInProgress = true;
@@ -25,36 +25,13 @@ call gear_ui_init;
// require one tin bar per key
_hasTinBar = "ItemTinBar" in magazines player;
if (!_hasTinBar) exitWith {dayz_actionInProgress = false; localize "str_epoch_player_59" call dayz_rollingMessages;};
player playActionNow "Medic";
[player,"repair",0,false] call dayz_zombieSpeak;
[player,50,true,_pos] spawn player_alertZombies;
r_interrupt = false;
_animState = animationState player;
r_doLoop = true;
_started = false;
_finished = false;
while {r_doLoop} do {
_animState = animationState player;
_isMedic = ["medic",_animState] call fnc_inString;
if (_isMedic) then {
_started = true;
};
if (_started && !_isMedic) then {
r_doLoop = false;
_finished = true;
};
if (r_interrupt) then {
r_doLoop = false;
};
uiSleep 0.1;
};
r_doLoop = false;
if(_finished) then {
_finished = ["Medic",1] call fn_loopAction;
if (_finished) then {
_num_removed = ([player,"ItemTinBar"] call BIS_fnc_invRemove);
if(_num_removed == 1) then {
@@ -64,11 +41,6 @@ if(_finished) then {
localize "str_epoch_player_61" call dayz_rollingMessages;
};
} else {
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
localize "str_epoch_player_61" call dayz_rollingMessages;
};
dayz_actionInProgress = false;