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

@@ -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;