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 ["_vehicle","_started","_finished","_animState","_isMedic","_configVeh","_nameText","_towTruck","_inTow"];
private ["_vehicle","_finished","_configVeh","_nameText","_towTruck","_inTow"];
if (dayz_actionInProgress) exitWith {localize "str_epoch_player_96" call dayz_rollingMessages;};
dayz_actionInProgress = true;
@@ -14,7 +14,7 @@ _inTow = _towTruck getVariable ["DZEinTow", false];
if(_inTow) then {
// select vehicl in tow
// select vehicle in tow
_vehicle = _towTruck getVariable ["DZEvehicleInTow", objNull];
if(!(isNull _towTruck)) then {
@@ -26,41 +26,7 @@ if(_inTow) then {
// alert zombies
[player,20,true,(getPosATL player)] spawn player_alertZombies;
_finished = false;
// force animation
player playActionNow "Medic";
r_interrupt = false;
_animState = animationState player;
r_doLoop = true;
_started = 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 {
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
};
_finished = ["Medic",1] call fn_loopAction;
if (_finished) then {