Update combat handling

- Remove startcombattimer variable
- Add combatNoTimeout variable to handle a combat without a time limit
This commit is contained in:
A Man
2022-06-26 15:57:15 +02:00
parent 36f5c8707a
commit b6c7364c56
11 changed files with 122 additions and 137 deletions

View File

@@ -260,12 +260,6 @@ while {1 == 1} do {
pickupInit = true;
};
_startcombattimer = player getVariable["startcombattimer", 0];
if (_startcombattimer == 1) then { //Do not use _PlayerNearby it makes building impossible, this is handled in player_onPause.sqf just fine
[player,true] call fnc_setCombat;
player setVariable["startcombattimer", 0, false];
};
uiSleep 2;
_myPos = player getVariable["lastPos",[]];

View File

@@ -9,7 +9,7 @@ sched_playerActions = {
};
//combat check
if ((player getVariable ["combattimeout",0] < diag_tickTime) && {player getVariable ["inCombat",false]} && {player getVariable["startcombattimer", 0] == 0}) then {
if ((player getVariable ["combatTimeout",0] < diag_tickTime) && {player getVariable ["inCombat",false]} && {player getVariable["combatNoTimeout", 0] == 0}) then {
player setVariable ["inCombat", false, true];
};

View File

@@ -19,7 +19,7 @@ sched_throwable = {
sched_throwable_prevmuzz = currentMuzzle player;
sched_throwable_time = diag_tickTime+11;
};
if (((player getVariable["combattimeout", diag_tickTime])-diag_tickTime)>27) then {
if (((player getVariable["combatTimeout", diag_tickTime])-diag_tickTime)>27) then {
sched_throwable_time = diag_tickTime+21;
};
};