Fix disableuserinput in unconcious

This commit is contained in:
icomrade
2016-08-13 16:50:26 -04:00
parent 341d45f440
commit 56d7ac8d4f

View File

@@ -1,10 +1,14 @@
// (c) facoptere@gmail.com, licensed to DayZMod for the community // (c) facoptere@gmail.com, licensed to DayZMod for the community
private ["_count","_anim","_weapon","_sprint","_stance","_transmove","_start","_timeout","_short","_sandLevel","_disableHdlr","_speed"]; private ["_count","_anim","_weapon","_sprint","_stance","_transmove","_start","_timeout","_short","_sandLevel","_disableHdlr","_speed"];
_inVeh = player != vehicle player;
if (r_player_unconsciousInProgress) exitWith {}; if (r_player_unconsciousInProgress) exitWith {};
r_player_unconsciousInProgress = true; r_player_unconsciousInProgress = true;
r_player_unconsciousInputDisabled = true;
disableUserInput true; //only works if disableUserInput command is issued twice for some reason...
disableUserInput true;
_inVeh = player != vehicle player;
_start = diag_tickTime; _start = diag_tickTime;
_timeout = abs r_player_timeout; _timeout = abs r_player_timeout;
_short = _timeout < 4; _short = _timeout < 4;
@@ -20,8 +24,6 @@ player setVariable ["NORRN_unconscious", r_player_unconscious, true];
_sandLevel = ctrlPosition ((uiNamespace getVariable 'DAYZ_GUI_waiting') displayCtrl 1400); _sandLevel = ctrlPosition ((uiNamespace getVariable 'DAYZ_GUI_waiting') displayCtrl 1400);
//diag_log [(diag_tickTime - _start) < _timeout , !r_player_unconscious , alive player ]; //diag_log [(diag_tickTime - _start) < _timeout , !r_player_unconscious , alive player ];
// delay so that the character does not stop before falling:
_disableHdlr = [] spawn { uiSleep 2; disableUserInput true; r_player_unconsciousInputDisabled = true; };
autoRunActive = false; autoRunActive = false;
if (!_inVeh) then { if (!_inVeh) then {
@@ -71,12 +73,8 @@ player setVariable ["USEC_isCardiac",r_player_cardiac, true];
player setVariable["medForceUpdate",true, true]; player setVariable["medForceUpdate",true, true];
r_player_unconsciousInProgress = false; r_player_unconsciousInProgress = false;
terminate _disableHdlr;
waituntil {scriptDone _disableHdlr};
disableUserInput false;
r_player_unconsciousInputDisabled = false;
4 cutRsc ["default", "PLAIN",1];
4 cutRsc ["default", "PLAIN",1];
if (!_inVeh) then { if (!_inVeh) then {
[nil, player, rSWITCHMOVE, "AmovPpneMstpSnonWnonDnon_healed"] call RE; [nil, player, rSWITCHMOVE, "AmovPpneMstpSnonWnonDnon_healed"] call RE;
@@ -90,4 +88,8 @@ if (!_inVeh) then {
"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; "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; "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5;
disableUserInput false;
disableUserInput false;
r_player_unconsciousInputDisabled = false;
//diag_log [ __FILE__, diag_tickTime, "done" ]; //diag_log [ __FILE__, diag_tickTime, "done" ];