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https://github.com/acemod/ACE3.git
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Replaced some PFH by waitandExecute
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@ -52,8 +52,8 @@ if (!_found && (random(1)>0.2)) then {
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if (_waitingTime > 0) then {
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if (_waitingTime > 0) then {
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[{
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[{
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private ["_params", "_config", "_person", "_amount","_bodyPart","_woundClass","_item", "_bandagedWounds","_bandagedBodyPart","_bandagedWoundClass","_openWounds", "_openWoundsBodyPart","_openWoundClass"];
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private ["_params", "_config", "_person", "_amount","_bodyPart","_woundClass","_item", "_bandagedWounds","_bandagedBodyPart","_bandagedWoundClass","_openWounds", "_openWoundsBodyPart","_openWoundClass"];
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_params = (_this select 0) select 0;
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_params = _this select 0;
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_config = (_this select 0) select 1;
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_config = _this select 1;
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_person = _params select 0;
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_person = _params select 0;
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_amount = _params select 1;
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_amount = _params select 1;
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@ -79,8 +79,5 @@ if (_waitingTime > 0) then {
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["Medical_onWoundsReopened", [_person, (_amount * (_config select RATIO)), _bodyPart, _woundClass, _item]] call ace_common_fnc_localEvent;
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["Medical_onWoundsReopened", [_person, (_amount * (_config select RATIO)), _bodyPart, _woundClass, _item]] call ace_common_fnc_localEvent;
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};
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};
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// Delete this PFH, so it is only executed once
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}, [_this, _selectedConfig], _waitingTime, _waitingTime] call EFUNC(common,waitAndExecute);
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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} , _waitingTime, [_this, _selectedConfig] ] call CBA_fnc_addPerFrameHandler;
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};
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};
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@ -19,9 +19,7 @@ FUNC(hb_effect) = {
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_hbSoundsFast = ["ACE_heartbeat_fast_1", "ACE_heartbeat_fast_2", "ACE_heartbeat_fast_3", "ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
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_hbSoundsFast = ["ACE_heartbeat_fast_1", "ACE_heartbeat_fast_2", "ACE_heartbeat_fast_3", "ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
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_hbSoundsNorm = ["ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
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_hbSoundsNorm = ["ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
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_hbSoundsSlow = ["ACE_heartbeat_slow_1", "ACE_heartbeat_slow_2", "ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
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_hbSoundsSlow = ["ACE_heartbeat_slow_1", "ACE_heartbeat_slow_2", "ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"];
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if (isnil QGVAR(playingHeartBeatSound)) then {
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GVAR(playingHeartBeatSound) = false;
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};
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if (GVAR(playingHeartBeatSound)) exitwith {};
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if (GVAR(playingHeartBeatSound)) exitwith {};
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GVAR(playingHeartBeatSound) = true;
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GVAR(playingHeartBeatSound) = true;
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@ -30,35 +28,29 @@ FUNC(hb_effect) = {
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_sound = _hbSoundsSlow select (random((count _hbSoundsSlow) -1));
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_sound = _hbSoundsSlow select (random((count _hbSoundsSlow) -1));
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playSound _sound;
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playSound _sound;
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[{
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[{
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if (time - ((_this select 0) select 1) < ((_this select 0) select 0)) exitwith {};
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GVAR(playingHeartBeatSound) = false;
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}, [], _sleep, _sleep] call EFUNC(common,waitAndExecute);
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GVAR(playingHeartBeatSound) = false;
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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}, _sleep, [_sleep, time] ] call CBA_fnc_addPerFrameHandler;
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} else {
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} else {
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if (_heartRate > 120) then {
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if (_heartRate > 120) then {
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_sound = _hbSoundsFast select (random((count _hbSoundsFast) -1));
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_sound = _hbSoundsFast select (random((count _hbSoundsFast) -1));
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playSound _sound;
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playSound _sound;
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[{
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[{
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if (time - ((_this select 0) select 1) < ((_this select 0) select 0)) exitwith {};
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GVAR(playingHeartBeatSound) = false;
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GVAR(playingHeartBeatSound) = false;
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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}, [], _sleep, _sleep] call EFUNC(common,waitAndExecute);
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}, _sleep, [_sleep, time] ] call CBA_fnc_addPerFrameHandler;
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};
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};
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};
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};
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};
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};
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GVAR(playingHeartBeatSound) = false;
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GVAR(BloodLevel_CC) = ppEffectCreate ["ColorCorrections", 4208];
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GVAR(BloodLevel_CC) = ppEffectCreate ["ColorCorrections", 4208];
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GVAR(BloodLevel_CC) ppEffectForceInNVG True;
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GVAR(BloodLevel_CC) ppEffectForceInNVG true;
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GVAR(BloodLevel_CC) ppEffectAdjust [1,1,0, [0,0,0,0], [1,1,1,1], [0.2,0.2,0.2,0]];
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GVAR(BloodLevel_CC) ppEffectAdjust [1,1,0, [0,0,0,0], [1,1,1,1], [0.2,0.2,0.2,0]];
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GVAR(BloodLevel_CC) ppEffectCommit 0;
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GVAR(BloodLevel_CC) ppEffectCommit 0;
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[{
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[{
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private ["_unit","_bloodLoss"];
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private ["_unit","_bloodLoss", "_bloodVolume"];
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_unit = ACE_player;
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_unit = ACE_player;
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if ([_unit] call EFUNC(common,isAwake)) then {
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if ([_unit] call EFUNC(common,isAwake)) then {
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_bloodLoss = _unit call FUNC(getBloodLoss);
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_bloodLoss = _unit call FUNC(getBloodLoss);
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@ -66,22 +58,22 @@ GVAR(BloodLevel_CC) ppEffectCommit 0;
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[_bloodLoss] call EFUNC(gui,effectBleeding);
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[_bloodLoss] call EFUNC(gui,effectBleeding);
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};
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};
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// Blood Level Effect
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_currentBlood = _unit getVariable [QGVAR(bloodVolume), 100];
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if (_currentBlood > 99) then {
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GVAR(BloodLevel_CC) ppEffectEnable False;
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} else {
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GVAR(BloodLevel_CC) ppEffectEnable True;
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GVAR(BloodLevel_CC) ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [1, 1, 1,_currentBlood], [0.2, 0.2, 0.2, 0]];
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GVAR(BloodLevel_CC) ppEffectCommit 0;
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};
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[{
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[{
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[((_this select 0) select 0 getvariable[QGVAR(amountOfPain), 0])] call EFUNC(gui,effectPain);
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[((_this select 0) getvariable[QGVAR(amountOfPain), 0])] call EFUNC(gui,effectPain);
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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}, [_unit], 0.25, 0.25] call EFUNC(common,waitAndExecute);
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}, 0.25, [_unit] ] call CBA_fnc_addPerFrameHandler;
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[(_unit getvariable[QGVAR(heartRate), 70])] call FUNC(hb_effect);
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[(_unit getvariable[QGVAR(heartRate), 70])] call FUNC(hb_effect);
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["medicalEffectsLoop", [_unit]] call ace_common_fnc_localEvent
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["medicalEffectsLoop", [_unit]] call ace_common_fnc_localEvent
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};
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};
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// Blood Level Effect
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_bloodVolume = _unit getVariable [QGVAR(bloodVolume), 100];
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if (_bloodVolume > 99 || !alive _unit) then {
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GVAR(BloodLevel_CC) ppEffectEnable false;
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} else {
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GVAR(BloodLevel_CC) ppEffectEnable true;
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GVAR(BloodLevel_CC) ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [1, 1, 1,_bloodVolume/100], [0.2, 0.2, 0.2, 0]];
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GVAR(BloodLevel_CC) ppEffectCommit 0;
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};
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} , 0.5, [] ] call CBA_fnc_addPerFrameHandler;
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} , 0.5, [] ] call CBA_fnc_addPerFrameHandler;
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