Some corrections

This commit is contained in:
Pao
2023-01-20 23:07:42 +01:00
parent 6ae0b9ffee
commit 0c5ad67eaf
2 changed files with 3 additions and 65 deletions

View File

@@ -61,29 +61,6 @@ function TocCureInfection(body_damage, part_data, part_name)
end
-- TODO this triggers an error
function CureInfection(body_damage)
body_damage:setInfected(false)
body_damage:setInfectionMortalityDuration(-1)
body_damage:setInfectionTime(-1)
body_damage:setInfectionLevel(0)
local body_part_types = body_damage:getBodyParts()
for i=body_part_types:size()-1, 0, -1 do
local bodyPart = body_part_types:get(i)
bodyPart:SetInfected(false)
end
end
function TocDeleteOtherAmputatedLimbs(side)
-- if left hand is cut and we cut left lowerarm, then delete hand

View File

@@ -68,7 +68,7 @@ function TheOnlyCure.UpdatePlayerHealth(player, part_data)
for i, part_name in pairs(GetBodyParts()) do
if part_data[part_name].is_cut then
TheOnlyCure.HealSpecificPart(part_data, part_name, player)
TheOnlyCure.SetHealthStatusForBodyPart(part_data, part_name, player)
end
end
@@ -79,7 +79,7 @@ function TheOnlyCure.UpdatePlayerHealth(player, part_data)
end
--Helper function for UpdatePlayerHealth
function TheOnlyCure.HealSpecificPart(part_data, part_name, player)
function TheOnlyCure.SetHealthStatusForBodyPart(part_data, part_name, player)
-- TODO this can be moved away from updates
@@ -103,52 +103,13 @@ function TheOnlyCure.HealSpecificPart(part_data, part_name, player)
end
-- Set max health
-- Set max health for body part
if part_data[part_name].is_cicatrized and body_part_type:getHealth() > 80 then
body_part_type:SetHealth(80)
elseif body_part_type:getHealth() > 40 then
body_part_type:SetHealth(40)
end
-- This is useless here. We don't need to do this every single time, only after operation
-- if modData_part.is_cicatrized then
-- if bodyPart:deepWounded() then bodyPart:setDeepWounded(false) end
-- if bodyPart:bleeding() then bodyPart:setBleeding(false) end
-- end
-- Check if we can heal the infection
-- if body_part_type:bitten() then
-- body_part_type:SetBitten(false)
-- local is_other_bodypart_infected = player:getModData().TOC.Limbs.is_other_bodypart_infected
-- if not is_other_bodypart_infected and not TheOnlyCure.CheckIfOtherLimbsAreInfected(part_data, part_name) then
-- body_part_type:SetInfected(false)
-- body_damage:setInfectionMortalityDuration(-1)
-- body_damage:setInfectionTime(-1)
-- body_damage:setInfectionLevel(0)
-- local body_part_types = body_damage:getBodyParts()
-- -- TODO I think this is enough... we should just cycle if with everything instead of that crap up there
-- for i=body_part_types:size()-1, 0, -1 do
-- local bodyPart = body_part_types:get(i);
-- bodyPart:SetInfected(false);
-- end
-- end
-- end
-- if body_part_type:scratched() then body_part_type:setScratched(false, false) end
-- if body_part_type:haveGlass() then body_part_type:setHaveGlass(false) end
-- if body_part_type:haveBullet() then body_part_type:setHaveBullet(false, 0) end
-- if body_part_type:isInfectedWound() then body_part_type:setInfectedWound(false) end
-- if body_part_type:isBurnt() then body_part_type:setBurnTime(0) end
-- if body_part_type:isCut() then body_part_type:setCut(false, false) end --Lacerations
-- if body_part_type:getFractureTime()>0 then body_part_type:setFractureTime(0) end
-- Cicatrization check
if part_data[part_name].is_cut and not part_data[part_name].is_cicatrized then
if part_data[part_name].cicatrization_time < 0 then