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

@@ -42,7 +42,7 @@ if (_tv>2) then {_dr=1/_tv} else {_dr=1};
_fl setDropInterval _dr;
_sm setDropInterval _dr;
_i=_i+1;
sleep 0.2;
uiSleep 0.2;
};
}; // end of dedicated check
@@ -73,7 +73,7 @@ if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
_splash setparticlecircle [2,[0,3,15]];
_splash setDropInterval 0.002;
sleep 0.2;
uiSleep 0.2;
deletevehicle _wave;deletevehicle _splash;
}; // end of dedicated check
/*
@@ -112,7 +112,7 @@ else
_velz=velocity _v select 2;
if (_velz>1) then {_v setvelocity [velocity _v select 0,velocity _v select 1,0]};
_expl = createVehicle ["HelicopterExploBig", [_pos select 0,_pos select 1,(_pos select 2) + 1], [], 0, "CAN_COLLIDE"];
sleep 0.05;
uiSleep 0.05;
/*
_wreck=GetText (configFile >> "CfgVehicles" >> (typeof _v) >> "wreck");
if (_wreck!="") then

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@@ -66,7 +66,7 @@ _dirt setDropInterval 0.05;
_dirt setDropInterval _dr;
//_shards setDropInterval _dr;
sleep (0.25 - (_speed / 1000));
uiSleep (0.25 - (_speed / 1000));
_i = _i + 1;
};
deleteVehicle _smoke;
@@ -84,5 +84,5 @@ if (local _v) then
["Burn", _v, _int, _t] call BIS_Effects_globalEvent;
[_v,_int,false] spawn BIS_Effects_Secondaries;
};
sleep 0.5;
uiSleep 0.5;
_v setvelocity [0,0,-0.01];

View File

@@ -21,7 +21,7 @@ while {_int>1} do
};
{
sleep _x;
uiSleep _x;
if((_lifecheck&&(alive _v))||(isnull _v)||(((getposASL _v)select 2)<0))exitwith{};
createVehicle ["SmallSecondary", (_v modelToWorld _effect2pos), [], 0, "CAN_COLLIDE"];
}forEach(_list);

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@@ -55,7 +55,7 @@ private["_ofn","_nfn","_REMOVED_LIB","_TRACED_LIB"];
"remExFP" addPublicVariableEventHandler{_this call BIS_MPF_remoteExecutionServer};
BIS_PathMPscriptCommandsCustom="";
diag_log(__FILE__+":Monitoring Remote Exe...");
sleep 1;
uiSleep 1;
};
};
#endif

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@@ -16,7 +16,7 @@ waitUntil {vehicle player == player};
publicVariableServer "PVDZE_atp";
//forceEnd;
endMission "LOSER";
sleep 10; //Bypass spam
uiSleep 10; //Bypass spam
};
};
endMission "LOSER";
@@ -26,12 +26,12 @@ waitUntil {vehicle player == player};
_playerName = name player;
_playerUID = [player] call FNC_GetPlayerUID;
while {true} do {
sleep 5;
uiSleep 5;
};
PVDZE_atp = format["WARNING PLAYER WITH NAME (%1) && UID# (%2) HAS CHANGED THE TRUE VALUE TO FALSE", _playerName, _playerUID];
publicVariableServer "PVDZE_atp";
endMission "LOSER";
sleep 10;
uiSleep 10;
};
[] spawn {
@@ -44,7 +44,7 @@ waitUntil {vehicle player == player};
// run only once per character life
{
_plant = _x createVehicleLocal _debug;
sleep 0.1;
uiSleep 0.1;
if (sizeOf _x == 0) exitWith {
PVDZE_atp = "Plants texture hack for type " + _x;
publicVariableServer "PVDZE_atp";
@@ -107,8 +107,8 @@ while {1 == 1} do {
};
};
sleep 0.25;
uiSleep 0.25;
};
sleep 0.1;
uiSleep 0.1;
};
endMission "LOSER";

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@@ -11,7 +11,7 @@ while {_run} do {
if (_x distance _building < 500) then {_nearby = true};
} count (call BIS_fnc_listPlayers);
if (!_nearby) then {_run = false};
sleep 5;
uiSleep 5;
};
{deleteVehicle _x;} count _items;

View File

@@ -802,7 +802,7 @@ class FSM
" _cantSee = [player, _dog] call dayz_losCheck;" \n
" while {alive _dog && !(_cantSee)} do {" \n
" _dog moveTo [0, ((random (10000)) + 1000), 0];" \n
" sleep 2;" \n
" uiSleep 2;" \n
" _cantSee = [player, _dog] call dayz_losCheck;" \n
" };" \n
" deleteVehicle _dog;" \n
@@ -810,7 +810,7 @@ class FSM
" " \n
" _handle setFSMVariable [""_thirst"",_thirst];" \n
" _handle setFSMVariable [""_hunger"",_hunger];" \n
" sleep 0.5;" \n
" uiSleep 0.5;" \n
" };" \n
"};" \n
"" \n

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@@ -27,7 +27,7 @@ while {alive _firePlace} do {
if (_countr > 600) then {_ok = false};
if (!inflamed _firePlace) then {_ok = false};
if (!alive _firePlace) then {_ok = false};
sleep 1;
uiSleep 1;
};
} else {
_firePlace inflame false;
@@ -35,7 +35,7 @@ while {alive _firePlace} do {
};
while {!inflamed _firePlace && alive _fireplace} do {
//Wait
sleep 1;
uiSleep 1;
};
sleep 1;
uiSleep 1;
};

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@@ -1171,7 +1171,7 @@ class FSM
"dayz_monitor1 = [] spawn {" \n
" while {true} do {" \n
" call player_zombieCheck;" \n
" sleep 1;" \n
" uiSleep 1;" \n
" };" \n
"};" \n
"" \n
@@ -1250,7 +1250,7 @@ class FSM
" _thisVehicle call player_antiWall;" \n
" };" \n
" };" \n
" sleep 0.2;" \n
" uiSleep 0.2;" \n
" };" \n
"};" \n
"" \n
@@ -1274,21 +1274,21 @@ class FSM
"dayz_spawnCheck = [] spawn {" \n
" while {true} do {" \n
" [""both""] call player_spawnCheck;" \n
" sleep 8;" \n
" uiSleep 8;" \n
" };" \n
"};" \n
"" \n
"dayz_Totalzedscheck = [] spawn {" \n
" while {true} do {" \n
" dayz_maxCurrentZeds = {alive _x} count entities ""zZombie_Base"";" \n
" sleep 60;" \n
" uiSleep 60;" \n
" };" \n
"};" \n
"" \n
"dayz_backpackcheck = [] spawn {" \n
" while {true} do {" \n
" call player_dumpBackpack;" \n
" sleep 1;" \n
" uiSleep 1;" \n
" };" \n
"};" \n
"" \n
@@ -1311,7 +1311,7 @@ class FSM
" if ((player getVariable[""combattimeout"", 0] >= time) || (_counter >= 60) || (player distance DZE_PROTOBOX > 2)) exitWith {" \n
" deleteVehicle DZE_PROTOBOX;" \n
" };" \n
" sleep 1;" \n
" uiSleep 1;" \n
" _counter = _counter + 1;" \n
" };" \n
"};"/*%FSM</STATEINIT""">*/;

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@@ -71,5 +71,5 @@ while {true} do {
};
//wait
sleep 0.001;
uiSleep 0.001;
};

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@@ -258,5 +258,5 @@ while {true} do {
"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, (r_player_blood/r_player_bloodTotal)], [1, 1, 1, 0.0]];
"colorCorrections" ppEffectCommit 0;
sleep 2;
uiSleep 2;
};