Files
DayZ-Epoch/SQF/dayz_code/medical/carry_old.sqf
icomrade c3ed4e49e1 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
2016-02-17 13:03:17 -05:00

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/*
CARRY BODY SCRIPT
Allows players to carry unconscious bodies
JULY 2010 - norrin
*****************************************************************************************************************************
Start carry.sqf
*/
private ["_unit","_dragee","_anim_name","_can_be_revived","_can_be_revived_2"];
_dragee = _this select 3;
_can_be_revived = NORRN_revive_array select 20;
_can_be_revived_2 = NORRN_revive_array select 21;
_unit = player;
r_carry_sqf = true;
r_drag_sqf = false;
_unit removeAction Norrn_carryAction;
if (isNull _dragee) exitWith {};
_dragee setVariable ["NORRN_unit_dragged", true, true];
detach _dragee;
uiSleep 1.5;
// public EH
norrnRACarUp = _dragee;
publicVariable "norrnRACarUp";
_dragee switchMove "ainjpfalmstpsnonwrfldnon_carried_up";
norrnRAPicUp = _unit;
publicVariable "norrnRAPicUp";
_unit switchMove "acinpknlmstpsraswrfldnon_acinpercmrunsraswrfldnon";
uiSleep 10;
_dragee switchmove "ainjpfalmstpsnonwrfldnon_carried_still";
_dragee attachto [_unit,[-0.2, 0.2, 0]];
while {r_carry_sqf} do
{
_anim_name = animationstate _unit;
if (!(_dragee getVariable "NORRN_unconscious")) exitWith
{
detach _dragee;
_unit switchMove "";
player removeAction Norrn_dropAction;
r_carry_sqf = false;
};
//check that dragged unit still exists
if (!alive _unit || _anim_name != "acinpknlmstpsraswrfldnon_acinpercmrunsraswrfldnon" && _anim_name != "acinpercmstpsraswrfldnon" && _anim_name != "acinpercmrunsraswrfldf") exitWith
{
player removeAction NORRN_dropAction;
detach _dragee;
_unit switchMove "";
r_carry_sqf = false;
};
uiSleep 0.1;
};
_dragee playActionNow "Die";