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

@@ -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 {