Visible prost in HealthPanel
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@@ -62,7 +62,6 @@ function ItemsController.Player.DeleteOldAmputationItem(playerObj, limbName)
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local othLimbName = partName .. "_" .. side
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local othLimbName = partName .. "_" .. side
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local othClothingItemName = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. othLimbName
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local othClothingItemName = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. othLimbName
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-- TODO FindAndReturn could return an ArrayList. We need to check for that
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local othClothingItem = playerObj:getInventory():FindAndReturn(othClothingItemName)
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local othClothingItem = playerObj:getInventory():FindAndReturn(othClothingItemName)
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@@ -80,7 +80,7 @@ end
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---Try to draw the highest amputation in the health panel, based on the cicatrization time
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---Try to draw the highest amputation in the health panel, based on the cicatrization time
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---@param side string L or R
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---@param side string L or R
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---@param username string
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---@param username string
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function ISHealthPanel:tryDrawHighestAmputation(highestAmputations, side, username)
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function ISHealthPanel:tryDrawAmputation(highestAmputations, side, username)
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local redColor
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local redColor
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local texture
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local texture
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@@ -101,6 +101,13 @@ function ISHealthPanel:tryDrawHighestAmputation(highestAmputations, side, userna
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self:drawTexture(texture, self.healthPanel.x, self.healthPanel.y, 1, redColor, 0, 0)
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self:drawTexture(texture, self.healthPanel.x, self.healthPanel.y, 1, redColor, 0, 0)
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end
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end
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function ISHealthPanel:tryDrawProsthesis(highestAmputations, side, username)
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local dc = DataController.GetInstance(username) -- TODO CACHE PROSTHESIS!!! Don't use DC here
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local limbName = highestAmputations[side]
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if limbName and dc:getIsProstEquipped(limbName) then
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self:drawTexture(StaticData.HEALTH_PANEL_TEXTURES.ProstArm[side], self.healthPanel.x, self.healthPanel.y, 1, 1, 1, 1)
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end
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end
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local og_ISHealthPanel_render = ISHealthPanel.render
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local og_ISHealthPanel_render = ISHealthPanel.render
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function ISHealthPanel:render()
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function ISHealthPanel:render()
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@@ -109,12 +116,21 @@ function ISHealthPanel:render()
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local highestAmputations = CachedDataHandler.GetHighestAmputatedLimbs(username)
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local highestAmputations = CachedDataHandler.GetHighestAmputatedLimbs(username)
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if highestAmputations ~= nil then
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if highestAmputations ~= nil then
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-- Left Texture
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-- Left Texture
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self:tryDrawHighestAmputation(highestAmputations, "L", username)
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self:tryDrawAmputation(highestAmputations, "L", username)
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self:tryDrawProsthesis(highestAmputations, "L", username)
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-- Right Texture
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-- Right Texture
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self:tryDrawHighestAmputation(highestAmputations, "R", username)
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self:tryDrawAmputation(highestAmputations, "R", username)
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self:tryDrawProsthesis(highestAmputations, "R", username)
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end
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end
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end
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end
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-- We need to override this to force the alpha to 1
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-- We need to override this to force the alpha to 1
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@@ -104,7 +104,6 @@ Events.OnInitGlobalModData.Add(SetupZombiesModData)
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local function ReapplyAmputation(zombie)
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local function ReapplyAmputation(zombie)
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local pID = GetZombieID(zombie)
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local pID = GetZombieID(zombie)
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-- TODO Remove already checked zombies
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if localOnlyZombiesMD[pID] ~= nil then
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if localOnlyZombiesMD[pID] ~= nil then
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-- check if zombie has amputation
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-- check if zombie has amputation
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local zombiesAmpData = localOnlyZombiesMD[pID]
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local zombiesAmpData = localOnlyZombiesMD[pID]
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@@ -202,6 +202,11 @@ StaticData.HEALTH_PANEL_TEXTURES = {
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Hand_R = getTexture("media/ui/Male/Hand_R.png"),
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Hand_R = getTexture("media/ui/Male/Hand_R.png"),
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ForeArm_R = getTexture("media/ui/Male/ForeArm_R.png"),
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ForeArm_R = getTexture("media/ui/Male/ForeArm_R.png"),
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UpperArm_R = getTexture("media/ui/Male/UpperArm_R.png")
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UpperArm_R = getTexture("media/ui/Male/UpperArm_R.png")
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},
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ProstArm = {
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L = getTexture("media/ui/ProstArm_L.png"),
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R = getTexture("media/ui/ProstArm_R.png")
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}
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}
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}
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}
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BIN
media/ui/ProstArm_L.png
Normal file
BIN
media/ui/ProstArm_L.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 6.7 KiB |
BIN
media/ui/ProstArm_R.png
Normal file
BIN
media/ui/ProstArm_R.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 6.5 KiB |
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