Move the pfh from setDead to a waitAndExecute loop: reviveStepLoop

This commit is contained in:
esteldunedain 2016-02-28 23:08:25 -03:00
parent 12895e7983
commit 94e8bee348
3 changed files with 59 additions and 35 deletions

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@ -64,6 +64,7 @@ PREP(onWoundUpdateRequest);
PREP(onPropagateWound);
PREP(parseConfigForInjuries);
PREP(playInjuredSound);
PREP(reviveStateLoop);
PREP(selectionNameToNumber);
PREP(serverRemoveBody);
PREP(setCardiacArrest);

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@ -0,0 +1,56 @@
/*
* Author: Glowbal, esteldunedain
* Loop that handles a unit in the revive state.
*
* Arguments:
* 0: Unit <OBJECT>
*
* ReturnValue:
* None
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit"]
// If locality changed finish the local loop
// @todo: reinitiate the loop elsewhere
if (!local _unit) exitWith {};
private _startTime = _unit getVariable [QGVAR(reviveStartTime), 0];
// Remove heartbeat
if (GVAR(level) >= 2) then {
if (_unit getVariable [QGVAR(heartRate), 60] > 0) then {
_unit setVariable [QGVAR(heartRate), 0];
};
};
// If we are in revive state in a blown up vehicle, try to unload so that people can access the body
if ((alive _unit) && {(vehicle _unit) != _unit} && {!alive (vehicle _unit)}) then {
TRACE_2("Unloading", _unit, vehicle _unit);
[_unit] call EFUNC(common,unloadPerson);
};
// If the timer run out, let the unit die and exit the loop
if (GVAR(maxReviveTime) > 0 && {ACE_time - _startTime > GVAR(maxReviveTime)}) exitwith {
_unit setVariable [QGVAR(inReviveState), nil, true];
_unit setVariable [QGVAR(reviveStartTime), nil];
[_unit, true] call FUNC(setDead);
};
// If the unit was taken out from revive state, exit the loop
if !(_unit getVariable [QGVAR(inReviveState), false]) exitwith {
// Revived without dieing, so in case we have lifes, remove one.
if (GVAR(amountOfReviveLives) > 0) then {
_lifesLeft = _unit getVariable[QGVAR(amountOfReviveLives), GVAR(amountOfReviveLives)];
_unit setVariable [QGVAR(amountOfReviveLives), _lifesLeft - 1, true];
};
_unit setVariable [QGVAR(reviveStartTime), nil];
};
// Schedule the loop to be executed again 1 sec later
[DFUNC(reviveStateLoop), [_unit], 1] call EFUNC(common,waitAndExecute);

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@ -41,41 +41,8 @@ if (((_reviveVal == 1 && {[_unit] call EFUNC(common,isPlayer)} || _reviveVal ==
_unit setVariable [QGVAR(reviveStartTime), ACE_time];
[_unit, true] call FUNC(setUnconscious);
[{
private "_startTime";
params ["_args", "_idPFH"];
_args params ["_unit"];
_startTime = _unit getVariable [QGVAR(reviveStartTime), 0];
//If we are in reivie state in a blown up vehicle, try to unload so that people can access the body
if ((alive _unit) && {(vehicle _unit) != _unit} && {!alive (vehicle _unit)}) then {
TRACE_2("Unloading", _unit, vehicle _unit);
[_unit] call EFUNC(common,unloadPerson);
};
if (GVAR(maxReviveTime) > 0 && {ACE_time - _startTime > GVAR(maxReviveTime)}) exitwith {
[_idPFH] call CBA_fnc_removePerFrameHandler;
_unit setVariable [QGVAR(inReviveState), nil, true];
_unit setVariable [QGVAR(reviveStartTime), nil];
[_unit, true] call FUNC(setDead);
};
if !(_unit getVariable [QGVAR(inReviveState), false]) exitwith {
// revived without dieing, so in case we have lifes, remove one.
if (GVAR(amountOfReviveLives) > 0) then {
_lifesLeft = _unit getVariable[QGVAR(amountOfReviveLives), GVAR(amountOfReviveLives)];
_unit setVariable [QGVAR(amountOfReviveLives), _lifesLeft - 1, true];
};
_unit setVariable [QGVAR(reviveStartTime), nil];
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
if (GVAR(level) >= 2) then {
if (_unit getVariable [QGVAR(heartRate), 60] > 0) then {
_unit setVariable [QGVAR(heartRate), 0];
};
};
}, 1, [_unit] ] call CBA_fnc_addPerFrameHandler;
// Run the loop that tracks the revive state
[_unit ] call FUNC(reviveStateLoop);
false;
};