Replace sleep with uiSleep

see the below links for more info. uiSleep is based off of a more
accurate method of tracking time, whereas sleep can fluctuate depending
on application performance since it is based on framerate.
https://community.bistudio.com/wiki/uiSleep
https://community.bistudio.com/wiki/sleep_vs_uiSleep
https://community.bistudio.com/wiki/sleep
This commit is contained in:
icomrade
2016-02-17 13:03:17 -05:00
parent acbe103ebd
commit c3ed4e49e1
134 changed files with 276 additions and 278 deletions

View File

@@ -36,11 +36,11 @@ while {r_doLoop} do {
r_doLoop = false;
};
if (vehicle player != player) then {
sleep 3;
uiSleep 3;
r_doLoop = false;
_finished = true;
};
sleep 0.1;
uiSleep 0.1;
};
r_doLoop = false;

View File

@@ -18,7 +18,7 @@ _unit removeAction Norrn_carryAction;
if (isNull _dragee) exitWith {};
_dragee setVariable ["NORRN_unit_dragged", true, true];
detach _dragee;
sleep 1.5;
uiSleep 1.5;
// public EH
//DayZ CE: PublicVariables are removed in DayZ CE -> Could we also do here - Commit by Skaronator
norrnRACarUp = _dragee;
@@ -27,7 +27,7 @@ _dragee switchMove "ainjpfalmstpsnonwrfldnon_carried_up";
norrnRAPicUp = _unit;
publicVariable "norrnRAPicUp";
_unit switchMove "acinpknlmstpsraswrfldnon_acinpercmrunsraswrfldnon";
sleep 10;
uiSleep 10;
_dragee switchmove "ainjpfalmstpsnonwrfldnon_carried_still";
_dragee attachto [_unit,[-0.2, 0.2, 0]];
@@ -51,6 +51,6 @@ while {r_carry_sqf} do
_unit switchMove "";
r_carry_sqf = false;
};
sleep 0.1;
uiSleep 0.1;
};

View File

@@ -21,7 +21,7 @@ _unit removeAction Norrn_carryAction;
if (isNull _dragee) exitWith {};
_dragee setVariable ["NORRN_unit_dragged", true, true];
detach _dragee;
sleep 1.5;
uiSleep 1.5;
// public EH
norrnRACarUp = _dragee;
publicVariable "norrnRACarUp";
@@ -29,7 +29,7 @@ _dragee switchMove "ainjpfalmstpsnonwrfldnon_carried_up";
norrnRAPicUp = _unit;
publicVariable "norrnRAPicUp";
_unit switchMove "acinpknlmstpsraswrfldnon_acinpercmrunsraswrfldnon";
sleep 10;
uiSleep 10;
_dragee switchmove "ainjpfalmstpsnonwrfldnon_carried_still";
_dragee attachto [_unit,[-0.2, 0.2, 0]];
@@ -53,7 +53,7 @@ while {r_carry_sqf} do
_unit switchMove "";
r_carry_sqf = false;
};
sleep 0.1;
uiSleep 0.1;
};
_dragee playActionNow "Die";

View File

@@ -20,7 +20,7 @@ if (!_unconscious) exitWith {};
//player assumes dragging posture
_dragee setVariable ["NORRN_unit_dragged", true, true];
_unit playActionNow "grabDrag";
sleep 2;
uiSleep 2;
//unconscious unit assumes dragging posture
//public EH
@@ -28,7 +28,7 @@ sleep 2;
norrnRaDrag = [_dragee];
publicVariable "norrnRaDrag";
_dragee attachto [_unit,[0.1, 1.01, 0]];
sleep 0.02;
uiSleep 0.02;
//rotate wounded units so that it is facing the correct direction
norrnR180 = _dragee;
@@ -41,4 +41,4 @@ call fnc_usec_medic_removeActions;
NORRN_dropAction = player addAction ["Drop body", "\z\addons\dayz_code\medical\drop_body.sqf",_dragee, 0, false, true];
//NORRN_carryAction = player addAction ["Carry body", "\z\addons\dayz_code\medical\carry.sqf",_dragee, 0, false, true];
sleep 1;
uiSleep 1;

View File

@@ -8,12 +8,12 @@ call fnc_usec_medic_removeActions;
player playActionNow "Medic";
player removeMagazine "ItemEpinephrine";
sleep 3;
uiSleep 3;
if (!_isDead) then {
_unit setVariable ["NORRN_unconscious", false, true];
_unit setVariable ["USEC_isCardiac",false,true];
sleep 5;
uiSleep 5;
/* PVS/PVC - Skaronator */
PVDZE_send = [_unit,"Epinephrine",[_unit,player,"ItemEpinephrine"]];
publicVariableServer "PVDZE_send";

View File

@@ -48,7 +48,7 @@ while {true} do {
//Handle player bleeding
if ((r_player_injured) && (!r_player_handler)) then {
r_player_handler = true;
sleep 1;
uiSleep 1;
//localize "CLIENT: Start Player Bleeding";
[] spawn fnc_usec_playerBleed; //publicizes the blood value at regular intervals
[] spawn fnc_med_publicBlood;
@@ -57,7 +57,7 @@ while {true} do {
//Handle player infection
if ((r_player_infected) && (!r_player_handler)) then {
r_player_handler = true;
sleep 1;
uiSleep 1;
[] spawn fnc_med_publicBlood;
};
@@ -71,17 +71,17 @@ while {true} do {
0 fadeSound ((r_player_blood/r_player_bloodTotal) + 0.5);
"dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [4]; "dynamicBlur" ppEffectCommit 0.2;
};
sleep 0.5;
uiSleep 0.5;
if (r_player_lowblood) then {
"dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [1]; "dynamicBlur" ppEffectCommit 0.5;
};
sleep 0.5;
uiSleep 0.5;
_lowBlood = player getVariable ["USEC_lowBlood", false];
if ((r_player_blood < r_player_bloodTotal) && !_lowBlood) then {
player setVariable["USEC_lowBlood",true,true];
};
};
};
sleep 1;
uiSleep 1;
};
endLoadingScreen;

View File

@@ -19,7 +19,7 @@ if ((_vcl emptyPositions "cargo") > 0) then
detach _wounded;
_dragger switchMove "";
_wounded setVariable ["NORRN_LoadVcl", _vcl, true];
sleep 1;
uiSleep 1;
//["norrnRLact",_wounded] call broadcastRpcCallAll;
norrnRLact = [_wounded];
publicVariable "norrnRLact";

View File

@@ -7,13 +7,13 @@ _wounded = _this select 0;
if (!local _wounded) exitWith {};
sleep 1;
uiSleep 1;
_vcl = _wounded getVariable "NORRN_loadVcl";
_wounded setVariable ["NORRN_unit_dragged", true, true];
_wounded assignAsCargo _vcl;
_wounded moveInCargo _vcl;
sleep 1;
uiSleep 1;
//["norrnRALW",_wounded] call broadcastRpcCallAll;
norrnRALW = [_wounded];
publicVariable "norrnRALW";
@@ -29,15 +29,15 @@ if (local _wounded) then
if (vehicle _wounded != _wounded) then
{
unassignVehicle _wounded;
sleep 0.05;
uiSleep 0.05;
_wounded action ["EJECT", _vcl];
sleep 1;
uiSleep 1;
};
norrinRAlie = _wounded;
publicVariable "norrinRAlie";
_wounded switchMove "ainjppnemstpsnonwrfldnon";
_wounded setVariable ["NORRN_unit_dragged", false, true];
sleep 1;
uiSleep 1;
};
};
@@ -46,4 +46,4 @@ if (local _wounded) then
_wounded playMove "BasicDriver";
};
};
sleep 0.01;
uiSleep 0.01;

View File

@@ -17,14 +17,14 @@ for [{ _loop = 0 },{ _loop < count _crewVcl },{ _loop = _loop + 1}] do
if (_unit getVariable "NORRN_unconscious") then
{
unassignVehicle _unit;
sleep 0.05;
uiSleep 0.05;
_unit action ["EJECT", _vcl];
sleep 1;
uiSleep 1;
_unit switchMove "";
_unit switchMove "ainjppnemstpsnonwrfldnon";
sleep 0.2;
uiSleep 0.2;
norrnRalie = _unit;
publicVariable "norrnRalie";
};
sleep 0.1;
uiSleep 0.1;
};

View File

@@ -35,11 +35,11 @@ while {r_doLoop} do {
r_doLoop = false;
};
if (vehicle player != player) then {
sleep 3;
uiSleep 3;
r_doLoop = false;
_finished = true;
};
sleep 0.1;
uiSleep 0.1;
};
r_doLoop = false;

View File

@@ -31,7 +31,7 @@ if(_num_removed == 1) then {
[player,20] call player_humanityChange;
};
sleep 1;
uiSleep 1;
//clear the healed player's vision
/* PVS/PVC - Skaronator */
PVDZE_send = [_unit,"Painkiller",[_unit,player]];

View File

@@ -6,4 +6,4 @@ _unit = _this select 0;
_unit setCaptive 3;
_unit switchMove "AmovPpneMstpSnonWnonDnon_healed";
_unit allowDamage false;
sleep 0.01;
uiSleep 0.01;

View File

@@ -5,7 +5,7 @@ _unit = (_this select 3);
_isDead = _unit getVariable["USEC_isDead",false];
_isCardiac = _unit getVariable["USEC_isCardiac",false];
sleep 1;
uiSleep 1;
if (_isDead) then {
TitleText[(localize "str_epoch_player_3"),"PLAIN DOWN",3];
} else {

View File

@@ -31,11 +31,11 @@ while {r_doLoop} do {
r_doLoop = false;
};
if (vehicle player != player) then {
sleep 6;
uiSleep 6;
r_doLoop = false;
_finished = true;
};
sleep 0.1;
uiSleep 0.1;
};
r_doLoop = false;

View File

@@ -29,7 +29,7 @@ fnc_usec_pitchWhine = {
};
r_pitchWhine = true;
[] spawn {
sleep 32;
uiSleep 32;
r_pitchWhine = false;
};
};
@@ -54,7 +54,7 @@ fnc_usec_damageUnconscious = {
if (r_player_unconscious) then {
_unit action ["eject", _veh];
waitUntil{((vehicle _this) != _this)};
sleep 1;
uiSleep 1;
_unit setVariable ["NORRN_unconscious", true, true];
_unit playActionNow "Die";
};
@@ -132,7 +132,7 @@ fnc_med_publicBlood = {
while {(r_player_injured || r_player_infected) && r_player_blood > 0} do {
player setVariable["USEC_BloodQty",r_player_blood,true];
player setVariable["medForceUpdate",true];
sleep 5;
uiSleep 5;
};
};
@@ -166,7 +166,7 @@ fnc_usec_playerBleed = {
{player setVariable[_x,false,true];} count USEC_woundHit;
player setVariable ["USEC_injured",false,true];
};
sleep 1;
uiSleep 1;
};
};
@@ -226,14 +226,14 @@ fnc_usec_damageBleed = {
_source setDropInterval 0.02;
_point attachTo [_unit,_modelPos,_wound];
sleep 5;
uiSleep 5;
while {((_unit getVariable["USEC_injured",true]) && (alive _unit))} do {
scopeName "loop";
if (vehicle _unit != _unit) then {
BreakOut "loop";
};
sleep 1;
uiSleep 1;
};
deleteVehicle _source;
deleteVehicle _point;
@@ -257,7 +257,7 @@ fnc_usec_recoverUncons = {
r_player_cardiac = false;
r_player_handler1 = false;
sleep 1;
uiSleep 1;
disableUserInput false;
if (vehicle player == player) then {

View File

@@ -36,7 +36,7 @@ while {r_doLoop} do {
if (r_interrupt) then {
r_doLoop = false;
};
sleep 0.1;
uiSleep 0.1;
};
r_doLoop = false;