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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2026-04-17 09:53:21 +03:00
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
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@@ -48,7 +48,7 @@ while {true} do {
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//Handle player bleeding
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if ((r_player_injured) && (!r_player_handler)) then {
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r_player_handler = true;
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sleep 1;
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uiSleep 1;
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//localize "CLIENT: Start Player Bleeding";
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[] spawn fnc_usec_playerBleed; //publicizes the blood value at regular intervals
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[] spawn fnc_med_publicBlood;
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@@ -57,7 +57,7 @@ while {true} do {
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//Handle player infection
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if ((r_player_infected) && (!r_player_handler)) then {
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r_player_handler = true;
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sleep 1;
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uiSleep 1;
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[] spawn fnc_med_publicBlood;
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};
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@@ -71,17 +71,17 @@ while {true} do {
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0 fadeSound ((r_player_blood/r_player_bloodTotal) + 0.5);
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"dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [4]; "dynamicBlur" ppEffectCommit 0.2;
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};
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sleep 0.5;
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uiSleep 0.5;
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if (r_player_lowblood) then {
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"dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [1]; "dynamicBlur" ppEffectCommit 0.5;
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};
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sleep 0.5;
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uiSleep 0.5;
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_lowBlood = player getVariable ["USEC_lowBlood", false];
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if ((r_player_blood < r_player_bloodTotal) && !_lowBlood) then {
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player setVariable["USEC_lowBlood",true,true];
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};
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};
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};
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sleep 1;
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uiSleep 1;
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};
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endLoadingScreen;
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