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

@@ -148,9 +148,7 @@ if (isNil "keyboard_keys") then {
};
};
_interrupt = {
if (vehicle player == player) then { //allow med actions in moving vehicles
r_interrupt = true;
};
r_interrupt = true;
if (DZE_Surrender) then {call dze_surrender_off};
if (dayz_autoRun) then {call dayz_autoRunOff;};
};
@@ -187,13 +185,6 @@ if (isNil "keyboard_keys") then {
};
_handled = true;
};
// tents and stash construction
_object = player getVariable ["constructionObject", objNull];
if (!isNull _object) then {
_dir = getDir _object - 3;
_object setDir _dir;
_handled = true;
};
dayz_dodge = true;
};
_build_right = {
@@ -210,35 +201,29 @@ if (isNil "keyboard_keys") then {
};
_handled = true;
};
// tents and stash construction
_object = player getVariable ["constructionObject", objNull];
if (!isNull _object) then {
_dir = getDir _object + 3;
_object setDir _dir;
_handled = true;
};
dayz_dodge = true;
};
_build_camOnOff = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildCamera.sqf";
_build_str8OnOff = {
r_interrupt = true;
if (0 != count Dayz_constructionContext) then {
Dayz_constructionContext set [ 5, !(Dayz_constructionContext select 5) ];
_handled = true;
r_interrupt = true;
};
if (animationState player in ["bunnyhopunarmed","bunnyhoprifle"]) then {
//Fixes invisible weapon switch glitch if double tapping vault with no weapon in hands
_handled = true;
};
if (player isKindOf "PZombie_VB") then {
if (player isKindOf "PZombie_VB") then {
_handled = true; // do not allow player zombies to vault or jump
} else {
_nearbyObjects = nearestObjects[getPosATL player, dayz_disallowedVault, 8];
_nearbyObjects = nearestObjects [getPosATL player, dayz_disallowedVault, 8];
if (count _nearbyObjects > 0) then {
if ((diag_tickTime - dayz_lastCheckBit > 4)) then {
if (diag_tickTime - dayz_lastCheckBit > 4) then {
[objNull, player, rSwitchMove,"GetOver"] call RE;
player playActionNow "GetOver";
dayz_lastCheckBit = diag_tickTime;