mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
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Merge pull request #2056 from worldwidesorrow/master
Archive unused utility functions
This commit is contained in:
@@ -1,20 +1,13 @@
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#include "\z\addons\dayz_code\util\mutex.hpp"
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#include "\z\addons\dayz_code\util\player.hpp"
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#define BANDAID
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#define TIMEOUT 2
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#define IS_PRIMARY(wpn) (getNumber (configFile >> "CfgWeapons" >> wpn >> "type") == 1)
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#define MELEE(wpn) getNumber (configFile >> "CfgWeapons" >> wpn >> "melee")
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#define IS_MELEE(wpn) (MELEE(wpn) == 1)
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//0 if not found, 1 if in primary slot, 2 if on back
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#define FIND_RIFLE() (0 call dz_fn_switchWeapon_find)
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#define FIND_MELEE() (1 call dz_fn_switchWeapon_find)
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#define FIND_RIFLE (0 call dz_fn_switchWeapon_find)
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#define FIND_MELEE (1 call dz_fn_switchWeapon_find)
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dz_switchWeapon_mutex = Mutex_New();
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dz_switchWeapon_time = 0;
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dz_switchWeapon_pistolTime = 0;
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//0: switch rifle/melee instantly and update gear
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@@ -22,181 +15,117 @@ dz_switchWeapon_pistolTime = 0;
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//2: switch to rifle
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//3: switch to pistol
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//4: switch to melee
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dz_fn_switchWeapon =
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{
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if (vehicle player != player) exitWith {};
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dz_fn_switchWeapon = {
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if Player_IsInVehicle exitWith {};
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if Player_IsOnLadder() exitWith {};
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if (dayz_autoRun) then {call dayz_autoRunOff;};
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if (dayz_isSwimming) exitWith {};
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private ["_current","_primary","_secondary","_swapWeapons"];
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private ["_current","_secondary","_option"];
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_option = _this;
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_current = currentWeapon player;
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switch _this do
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{
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//Instantly switch primary and carry, also update gear
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case 0:
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{
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if (IS_PRIMARY(_current)) then
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{ true call dz_fn_switchWeapon_swap; }
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else
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{ false call dz_fn_switchWeapon_swap; };
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/*call _swapWeapons;
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if (IS_PRIMARY(_current)) then
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{ player selectWeapon primaryWeapon player; };*/
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call {
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if (_option == 0) exitWith { // Instantly switch primary and carry, also update gear
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if (IS_PRIMARY(_current)) then {true call dz_fn_switchWeapon_swap;} else {false call dz_fn_switchWeapon_swap;};
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[[(findDisplay 106)],"onLBSelChanged"] execVM "\z\addons\dayz_code\system\handleGear.sqf";
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};
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//Switch primary and carry
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case 1:
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{
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if (dayz_quickSwitch) then
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{
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if (_option == 1) exitWith { //Switch primary and carry
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if (dayz_quickSwitch) then {
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true call dz_fn_switchWeapon_swap;
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#ifdef BANDAID
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call dayz_meleeMagazineCheck;
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#endif
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}
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else
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{ call dz_fn_switchWeapon_swapSecure; };
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} else {
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call dz_fn_switchWeapon_swapSecure;
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};
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};
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//Switch to rifle
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case 2:
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{
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//No current weapon
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if (_current == "") exitWith
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{
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switch FIND_RIFLE() do
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{
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//In primary
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case 1:
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{
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if (_option == 2) exitWith { // Switch to rifle
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if (_current == "") exitWith { // No current weapon
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switch FIND_RIFLE do {
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case 1: { //In primary
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player selectWeapon primaryWeapon player;
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};
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//On back
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case 2:
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{
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case 2: { //On back
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true call dz_fn_switchWeapon_swap;
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};
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};
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};
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//Current weapon is primary
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if (IS_PRIMARY(_current)) exitWith
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{
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//if current is melee and on back is rifle
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if (IS_MELEE(_current) && { !IS_MELEE(dayz_onBack) }) then
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{
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if (dayz_quickSwitch) then
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{ true call dz_fn_switchWeapon_swap; }
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else
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{ call dz_fn_switchWeapon_swapSecure; };
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if (IS_PRIMARY(_current)) exitWith { // Current weapon is primary
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if (IS_MELEE(_current) && {!IS_MELEE(dayz_onBack)}) then { // if current is melee and on back is rifle
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if (dayz_quickSwitch) then {
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true call dz_fn_switchWeapon_swap;
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} else {
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call dz_fn_switchWeapon_swapSecure;
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};
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};
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};
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//Current is pistol
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switch FIND_RIFLE() do
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{
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//In primary
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case 1:
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{
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if (Player_GetStance() == Player_GetStance_PRONE) then
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{ player playMoveNow "AmovPpneMstpSrasWrflDnon"; };
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// Default: Current is pistol
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switch FIND_RIFLE do {
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case 1: { //In primary
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if (Player_GetStance() == Player_GetStance_PRONE) then {
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player playMoveNow "AmovPpneMstpSrasWrflDnon";
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};
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player selectWeapon primaryWeapon player;
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};
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//On back
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case 2:
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{
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case 2: { //On back
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if (diag_tickTime - dz_switchWeapon_pistolTime < 1) exitWith {};
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if (Player_GetStance() == Player_GetStance_PRONE) then
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{ player playMoveNow "AmovPpneMstpSrasWrflDnon"; };
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if (Player_GetStance() == Player_GetStance_PRONE) then {
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player playMoveNow "AmovPpneMstpSrasWrflDnon";
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};
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true call dz_fn_switchWeapon_swap;
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};
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};
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};
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//Switch to pistol
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case 3:
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{
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//If current weapon is primary
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if (IS_PRIMARY(_current)) then
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{
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if (_option == 3) exitWith { //Switch to pistol
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if (IS_PRIMARY(_current)) then { //If current weapon is primary
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_secondary = Player_GetSidearm();
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if (!isNil "_secondary") then
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{
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if (!isNil "_secondary") then {
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player selectWeapon _secondary;
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dz_switchWeapon_pistolTime = diag_tickTime;
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};
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};
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};
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//Switch to melee
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case 4:
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{
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//No current weapon
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if (_current == "") exitWith
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{
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switch FIND_MELEE() do
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{
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//In primary
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case 1:
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{
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if (_option == 4) exitWith { //Switch to melee or onBack
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if (_current == "") exitWith { //No current weapon
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switch FIND_MELEE do {
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case 1: { //In primary
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player selectWeapon primaryWeapon player;
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};
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//On back
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case 2:
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{
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case 2: { //On back
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true call dz_fn_switchWeapon_swap;
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#ifdef BANDAID
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call dayz_meleeMagazineCheck;
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#endif
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};
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};
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};
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//Current weapon is primary
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if (IS_PRIMARY(_current)) exitWith
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{
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//if current is rifle and on back is melee OR two rifles are allowed
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if ((!IS_MELEE(_current) && { IS_MELEE(dayz_onBack) }) or (DZE_TwoPrimaries > 1)) then
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{
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if (dayz_quickSwitch) then
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{
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if (IS_PRIMARY(_current)) exitWith { //Current weapon is primary
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if ((!IS_MELEE(_current) && { IS_MELEE(dayz_onBack) }) or (DZE_TwoPrimaries > 1)) then { //if current is rifle and on back is melee OR two rifles are allowed
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if (dayz_quickSwitch) then {
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true call dz_fn_switchWeapon_swap;
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#ifdef BANDAID
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call dayz_meleeMagazineCheck;
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#endif
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}
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else
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{ call dz_fn_switchWeapon_swapSecure; };
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} else {
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call dz_fn_switchWeapon_swapSecure;
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};
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};
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};
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//Current is pistol
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//Find melee weapon
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switch FIND_MELEE() do
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{
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//In primary
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case 1:
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{
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player selectWeapon primaryWeapon player;
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if (Player_GetStance() == Player_GetStance_PRONE) then
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{ player playMoveNow "AmovPpneMstpSrasWrflDnon"; };
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// Default: Current is pistol
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if (DZE_TwoPrimaries > 1 && {!IS_MELEE(dayz_onBack)}) exitWith { // Allow switching to on back rifle if DZE_TwoPrimaries = 2.
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if (dayz_quickSwitch) then {
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true call dz_fn_switchWeapon_swap;
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} else {
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call dz_fn_switchWeapon_swapSecure;
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};
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};
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//On back
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case 2:
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{
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switch FIND_MELEE do { // Find melee weapon
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case 1: { // In primary
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player selectWeapon primaryWeapon player;
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if (Player_GetStance() == Player_GetStance_PRONE) then {
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player playMoveNow "AmovPpneMstpSrasWrflDnon";
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};
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};
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case 2: { // On back
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if (diag_tickTime - dz_switchWeapon_pistolTime < 1) exitWith {};
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if (Player_GetStance() == Player_GetStance_PRONE) then
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{ player playMoveNow "AmovPpneMstpSrasWrflDnon"; };
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if (Player_GetStance() == Player_GetStance_PRONE) then {
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player playMoveNow "AmovPpneMstpSrasWrflDnon";
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};
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true call dz_fn_switchWeapon_swap;
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};
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};
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@@ -204,90 +133,46 @@ dz_fn_switchWeapon =
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};
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};
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//See FIND_RIFLE() and FIND_MELEE()
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dz_fn_switchWeapon_find =
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{
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//See FIND_RIFLE and FIND_MELEE
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dz_fn_switchWeapon_find = {
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private "_primary";
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_primary = primaryWeapon player;
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if (_primary != "" && { _this == MELEE(_primary) })
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exitWith { 1 };
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if (dayz_onBack != "" && { _this == MELEE(dayz_onBack) })
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exitWith { 2 };
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0
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if (_primary != "" && { _this == MELEE(_primary) }) exitWith { 1 };
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if (dayz_onBack != "" && { _this == MELEE(dayz_onBack) }) exitWith { 2 };
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0 // Default
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};
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//Swaps rifle / melee instantly without animation
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dz_fn_switchWeapon_swap =
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{
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if (dayz_onBack == "") then
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{
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dz_fn_switchWeapon_swap = {
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if (dayz_onBack == "") then {
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//Must be in a single statement to ensure atomicity in the scheduled environment.
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dayz_onBack =
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[
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primaryWeapon player,
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player removeWeapon primaryWeapon player
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] select 0;
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}
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else
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{
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dayz_onBack =
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[
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primaryWeapon player,
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player removeWeapon primaryWeapon player,
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player addWeapon dayz_onBack
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] select 0;
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dayz_onBack = [primaryWeapon player,player removeWeapon primaryWeapon player] select 0;
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} else {
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dayz_onBack = [primaryWeapon player,player removeWeapon primaryWeapon player,player addWeapon dayz_onBack] select 0;
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};
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if (_this) then
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{ player selectWeapon primaryWeapon player; };
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if (_this) then {
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player selectWeapon primaryWeapon player;
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if (IS_MELEE(primaryWeapon player)) then {
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call dayz_meleeMagazineCheck;
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};
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};
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};
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//Swaps rifle / melee forcing an animation
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dz_fn_switchWeapon_swapSecure =
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{
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if (!Mutex_TryLock_Fast(dz_switchWeapon_mutex)) exitWith {};
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dz_fn_switchWeapon_swapSecure = {
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private ["_anim","_array","_str"];
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//animation states are in the form "AmovPerc...", "AmovPknl...", "AmovPpne..."
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dz_switchWeapon_anim = format
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[
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"AmovP%1MstpSrasWrflDnon_AmovP%1MstpSrasWpstDnon",
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//Switch on player stance
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switch Player_GetStance() do
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{
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case Player_GetStance_STAND: { "erc" };
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case Player_GetStance_KNEEL: { "knl" };
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case Player_GetStance_PRONE: { "pne" };
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}
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];
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_array = toArray (animationState player);
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_str = toString [_array select 5,_array select 6,_array select 7];
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_anim = format["AmovP%1MstpSrasWrflDnon_AmovP%1MstpSrasWpstDnon",_str];
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player playMoveNow _anim;
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//Add AnimDone event handler to wait until current weapon is put away
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dz_switchWeapon_handler = player addEventHandler ["AnimDone", dz_fn_switchWeapon_animDone];
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player playMoveNow dz_switchWeapon_anim;
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dz_switchWeapon_time = diag_tickTime;
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};
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dz_fn_switchWeapon_animDone =
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{
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//Wait at most TIMEOUT seconds
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if (diag_tickTime - dz_switchWeapon_time > TIMEOUT) exitWith
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{
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dz_switchWeapon_handler = player addEventHandler ["AnimDone", {
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true call dz_fn_switchWeapon_swap;
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player removeEventHandler ["AnimDone", dz_switchWeapon_handler];
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Mutex_Unlock(dz_switchWeapon_mutex);
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};
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//Check if finished animation is the correct one
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if ((_this select 1) != dz_switchWeapon_anim) exitWith {};
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true call dz_fn_switchWeapon_swap;
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//Remove eventhandler
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player removeEventHandler ["AnimDone", dz_switchWeapon_handler];
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Mutex_Unlock(dz_switchWeapon_mutex);
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#ifdef BANDAID
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if (IS_MELEE(primaryWeapon player)) then
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{ call dayz_meleeMagazineCheck; };
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#endif
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dz_switchWeapon_handler = nil;
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}];
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};
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@@ -11,7 +11,7 @@ Author: Foxy
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//True if player is on a ladder, otherwise false
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#define Player_IsOnLadder() ((getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1)
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#define Player_IsInVehicle() (player != vehicle player);
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#define Player_IsInVehicle (player != vehicle player)
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//Gets the classname of the player's sidearm. nil if the player has no sidearm.
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#define Player_GetSidearm() ({ if ((getNumber (configFile >> "CfgWeapons" >> _x >> "type")) == 2) exitWith { _x }; nil } foreach weapons player)
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@@ -52,4 +52,4 @@ The weaponholder containing the item is returned. Returns null if the function f
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#define Player_GetStance_PRONE 3
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#define Player_GetStance() (1 + floor ((((toArray animationState player) select 5) - 100) / 5))
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#endif
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#endif
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@@ -1,22 +1,4 @@
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#define STRINGIFY(x) #x
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#define PATH(sub_path) STRINGIFY(\z\addons\dayz_code\util\sub_path)
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#define CCPP call compile preprocessFileLineNumbers
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//Debug
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CCPP PATH(debug.sqf);
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//Very generic utilities
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CCPP PATH(util.sqf);
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CCPP PATH(mutex.sqf);
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CCPP PATH(math.sqf);
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CCPP PATH(array.sqf);
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//Collections
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CCPP PATH(stack.sqf);
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CCPP PATH(queue.sqf);
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CCPP PATH(dictionary.sqf);
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//Specialized
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CCPP PATH(vector.sqf);
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CCPP PATH(task.sqf);
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CCPP PATH(request.sqf);
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\util\math.sqf";
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\util\array.sqf";
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\util\vector.sqf";
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\util\player.sqf";
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@@ -1,6 +1,3 @@
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#define DEBUG_STEP() call { dbg_step = false; waitUntil {dbg_step}; }
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#include "Debug.hpp"
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#include "Player.hpp"
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#define WeaponSlotPrimary 1
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@@ -15,8 +12,6 @@
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#define IS_MAGAZINE(type) (type == WeaponSlotHandGunItem || type == WeaponSlotItem)
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dz_player_invTypes = [WeaponSlotPrimary, WeaponSlotHandGun, WeaponSlotSecondary, WeaponSlotHandGunItem, WeaponSlotItem, WeaponSlotBinocular, WeaponHardMounted, WeaponSlotInventory];
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dz_player_invSlots = [call compile getText (configFile >> "CfgVehicles" >> Player_BASE)] call BIS_FNC_invCodeToArray;
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//dz_player_invSlots = [1,1,1,8,12,2,0,12];
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|
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dz_fn_player_numItems =
|
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{
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@@ -115,4 +110,4 @@ dz_fn_player_removeWeapon =
|
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dz_fn_player_removeMagazine =
|
||||
{
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Player_RemoveMagazine_Fast(_this)
|
||||
};
|
||||
};
|
||||
|
||||
@@ -118,4 +118,4 @@ See https://community.bistudio.com/wiki/Data_Types
|
||||
|
||||
#endif
|
||||
|
||||
//Type check define generator http://pastebin.com/kBTVtBzz
|
||||
//Type check define generator http://pastebin.com/kBTVtBzz
|
||||
@@ -26,4 +26,4 @@ Author: Foxy
|
||||
//Rearranges the internal data structure of the dictionary to free unused memory.
|
||||
#define Dictionary_Compact(d) ((d) call dz_fn_dictionary_compact)
|
||||
|
||||
#endif
|
||||
#endif
|
||||
@@ -25,4 +25,4 @@ Author: Foxy
|
||||
//Unlocks the mutex. Use only when you have previously obtained lock yourself.
|
||||
#define Mutex_Unlock(mtx) ((mtx) set [0, true])
|
||||
|
||||
#endif
|
||||
#endif
|
||||
@@ -33,4 +33,4 @@ Author: Foxy
|
||||
|
||||
//#define Queue_Resize(q, s) ([q, s] call dz_fn_queue_resize)
|
||||
|
||||
#endif
|
||||
#endif
|
||||
@@ -16,4 +16,4 @@ Author: Foxy
|
||||
//Sets the reference to point to the specified object.
|
||||
#define Ref_Set(ref, val) ((ref) set [0, val])
|
||||
|
||||
#endif
|
||||
#endif
|
||||
@@ -46,4 +46,4 @@ Example:
|
||||
//Retrieves the result of the request.
|
||||
#define Request_GetResult(request) ((request) select 2)
|
||||
|
||||
#undef
|
||||
#undef
|
||||
@@ -30,4 +30,4 @@ Example:
|
||||
*/
|
||||
#define Request_RegisterHandler(id, handler, async) Dictionary_Add(dz_request_handlers, id, Array_New2(handler, async))
|
||||
|
||||
#undef
|
||||
#undef
|
||||
@@ -27,4 +27,4 @@ Author: Foxy
|
||||
//Returns the number of items currently on the stack.
|
||||
#define Stack_Count(stack) ((stack) select 0)
|
||||
|
||||
#endif
|
||||
#endif
|
||||
@@ -19,4 +19,4 @@
|
||||
#define String_Format15(string,p0,p1,p2,p3,p4,p5,p6,p7,p8,p9,p10,p11,p12,p13,p14) (format [string,p0,p1,p2,p3,p4,p5,p6,p7,p8,p9,p10,p11,p12,p13,p14])
|
||||
#define String_Format16(string,p0,p1,p2,p3,p4,p5,p6,p7,p8,p9,p10,p11,p12,p13,p14,p15) (format [string,p0,p1,p2,p3,p4,p5,p6,p7,p8,p9,p10,p11,p12,p13,p14,p15])
|
||||
|
||||
#endif
|
||||
#endif
|
||||
@@ -38,4 +38,4 @@ Author: Foxy
|
||||
//Determines whether the task has canceled prior to completion.
|
||||
#define Task_IsCanceled(task) (((task) select 2) == 3)
|
||||
|
||||
#endif
|
||||
#endif
|
||||
@@ -23,4 +23,4 @@ variable is restored automatically after transmission. For example:
|
||||
//Note: the predicate is evaluated once each frame. Expensive operations may cause performance issues.
|
||||
#define Util_WaitUntil(predicate, timeout) ([_this, predicate, timeout, diag_tickTime] call dz_fn_util_waitUntil)
|
||||
|
||||
#endif
|
||||
#endif
|
||||
@@ -64,4 +64,4 @@ dz_fn_dictionary_compact =
|
||||
|
||||
_this set [1, _keys];
|
||||
_this set [2, _values];
|
||||
};
|
||||
};
|
||||
@@ -8,4 +8,4 @@ dz_fn_mutex_tryLock =
|
||||
dz_fn_mutex_waitLock =
|
||||
{
|
||||
Mutex_WaitLock_Fast(_this);
|
||||
};
|
||||
};
|
||||
@@ -52,4 +52,4 @@ dz_fn_queue_isFull =
|
||||
dz_fn_queue_resize =
|
||||
{
|
||||
assert (false);
|
||||
};
|
||||
};
|
||||
@@ -171,4 +171,4 @@ else //SERVER
|
||||
dz_pvc_request = _temp;*/
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
@@ -33,4 +33,4 @@ dz_fn_stack_peek =
|
||||
dz_fn_stack_size =
|
||||
{
|
||||
count GET_ARRAY(_this)
|
||||
};
|
||||
};
|
||||
@@ -93,4 +93,4 @@ dz_fn_task_waitAll =
|
||||
};
|
||||
|
||||
nil
|
||||
};*/
|
||||
};*/
|
||||
@@ -8,4 +8,4 @@ dz_fn_util_waitUntil =
|
||||
{
|
||||
waitUntil { ((_this select 2) + (_this select 3)) > diag_tickTime || { (_this select 0) call (_this select 1) } };
|
||||
(_this select 0) call (_this select 1);
|
||||
};
|
||||
};
|
||||
Reference in New Issue
Block a user