pushing before fucking everything up
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@@ -47,16 +47,25 @@ function ModDataHandler:setup(key)
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self.tocData = {
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-- Generic stuff that does not belong anywhere else
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isIgnoredPartInfected = false,
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isAnyLimbCut = false
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isAnyLimbCut = false,
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prosthesis = {
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top = {},
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bottom = {}
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}
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}
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---@type partData
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local defaultParams = {
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isCut = false, isInfected = false, isOperated = false, isCicatrized = false,
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isCauterized = false, isVisible = false, isProstEquipped = false, prostFactor = 0
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isCauterized = false, isVisible = false
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}
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-- TODO Set this up for legs crap
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-- Initialize limbs
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--self.tocData.limbs = {}
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for i=1, #StaticData.LIMBS_STRINGS do
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local limbName = StaticData.LIMBS_STRINGS[i]
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self.tocData[limbName] = {}
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@@ -94,7 +94,6 @@ end
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Events.OnPlayerGetDamage.Add(PlayerHandler.CheckInfection)
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--* Events *--
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---Updates the cicatrization process, run when a limb has been cut
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function PlayerHandler.UpdateCicatrization()
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if ModDataHandler.GetInstance():getIsAnyLimbCut() == false then return end
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@@ -103,6 +102,7 @@ function PlayerHandler.UpdateCicatrization()
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end
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------------------------------------------
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--* OVERRIDES *--
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@@ -1,10 +1,21 @@
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local CommonMethods = require("TOC/CommonMethods")
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local StaticData = require("TOC/StaticData")
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local ModDataHandler = require("TOC/Handlers/ModDataHandler")
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local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
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-------------------------
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---@class ProsthesisHandler
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local ProsthesisHandler = {}
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local bodyLocArmProst = StaticData.BODYLOCATIONS_BASE_STRINGS.TOC_ArmProst
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---comment
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---@param item InventoryItem
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function ProsthesisHandler.CheckIfProst(item)
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return item:getBodyLocation():contains(bodyLocArmProst)
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end
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---Cache the correct texture for the Health Panel for the currently equipped prosthesis
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function ProsthesisHandler.SetHealthPanelTexture()
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-- TODO do it
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@@ -18,7 +29,7 @@ function ProsthesisHandler.CheckIfEquippable(bodyLocation)
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local side = CommonMethods.GetSide(bodyLocation)
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local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(getPlayer():getUsername())
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for i=1, #amputatedLimbs do
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for i = 1, #amputatedLimbs do
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local limbName = amputatedLimbs[i]
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if string.contains(limbName, side) and not string.contains(limbName, "UpperArm") then
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return true
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@@ -29,13 +40,19 @@ function ProsthesisHandler.CheckIfEquippable(bodyLocation)
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getPlayer():Say("I can't equip this")
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return false
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end
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-------------------------
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--* Events *--
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-------------------------
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--* Overrides *--
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---@diagnostic disable-next-line: duplicate-set-field
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function ISWearClothing:isValid()
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local bodyLocation = self.item:getBodyLocation()
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if not string.contains(bodyLocation, "TOC_ArmProst") then
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if not string.contains(bodyLocation, bodyLocArmProst) then
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return true
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else
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return ProsthesisHandler.CheckIfEquippable(bodyLocation)
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@@ -47,7 +64,7 @@ local og_ISClothingExtraAction_isValid = ISClothingExtraAction.isValid
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function ISClothingExtraAction:isValid()
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local bodyLocation = self.item:getBodyLocation()
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local isEquippable = false
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if og_ISClothingExtraAction_isValid(self) and not string.contains(bodyLocation, "TOC_ArmProst") then
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if og_ISClothingExtraAction_isValid(self) and not string.contains(bodyLocation, bodyLocArmProst) then
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isEquippable = true
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else
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isEquippable = ProsthesisHandler.CheckIfEquippable(bodyLocation)
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@@ -57,4 +74,17 @@ function ISClothingExtraAction:isValid()
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end
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return ProsthesisHandler
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local og_ISClothingExtraAction_perform = ISClothingExtraAction.perform
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function ISClothingExtraAction:perform()
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og_ISClothingExtraAction_perform(self)
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if ProsthesisHandler.CheckIfProst(self.item) then
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local modDataHandler = ModDataHandler.GetInstance()
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--modDataHandler:setIsProstEquipped
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end
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end
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return ProsthesisHandler
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@@ -13,6 +13,11 @@ StaticData.PARTS_STRINGS = {
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UpperArm = "UpperArm"
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}
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StaticData.BODYLOCATIONS_BASE_STRINGS = {
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TOC_ArmProst = "TOC_ArmProst",
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TOC_Arm = "TOC_Arm",
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}
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-- No "MAX" here.
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StaticData.IGNORED_PARTS_STRINGS = { "Foot_L", "Foot_R", "Groin", "Head", "LowerLeg_L", "LowerLeg_R", "Neck", "Torso_Lower", "Torso_Upper", "UpperLeg_L", "UpperLeg_R" }
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