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common: add waitAndExecute function
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@ -119,6 +119,7 @@ PREP(toBitmask);
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PREP(toHex);
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PREP(toHex);
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PREP(toNumber);
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PREP(toNumber);
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PREP(unmuteUnit);
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PREP(unmuteUnit);
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PREP(waitAndExecute);
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// ACE_Debug
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// ACE_Debug
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PREP(exportConfig);
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PREP(exportConfig);
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41
addons/common/functions/fnc_waitAndExecute.sqf
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41
addons/common/functions/fnc_waitAndExecute.sqf
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@ -0,0 +1,41 @@
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/*
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* Author: CAA-Picard
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*
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* Executes a code once with a given game time delay, using a PFH
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*
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* Argument:
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* 0: Code to execute (Code or String)
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* 1: Parameters to run the code with (Array)
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* 2: Delay in seconds before executing the code (Number)
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* 3: Interval of time in which the execution is evaluated, 0 means every frame (Number)
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*
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* Return value:
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* PFH handler ID
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*/
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#include "script_component.hpp"
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EXPLODE_4_PVT(_this,_func,_params,_delay,_interval);
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[
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{
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EXPLODE_2_PVT(_this,_params,_phfId);
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EXPLODE_2_PVT(_params,_delayedExecParams,_startTime);
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EXPLODE_3_PVT(_delayedExecParams,_func,_funcParams,_delay);
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// Exit if the time was not reached yet
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if (time < _startTime + _delay) exitWith {};
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// Remove the PFH
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[_pfhId] call cba_fnc_removePerFrameHandler;
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// Compile the function if necesary
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if (typeName _func == "STRING") then {
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_func = compile _func;
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};
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// Execute the function
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_funcParams call _func;
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},
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_interval,
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[_this, time]
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] call CBA_fnc_addPerFrameHandler
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