Rethinking structure a bit
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@@ -1,7 +1,7 @@
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local ModDataHandler = require("TOC/Handlers/ModDataHandler")
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local ItemsHandler = require("TOC/Handlers/ItemsHandler")
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local DataController = require("TOC/Controllers/DataController")
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local ItemsController = require("TOC/Handlers/ItemsController")
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local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
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local PlayerHandler = require("TOC/Handlers/PlayerHandler")
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local LocalPlayerController = require("TOC/Controllers/LocalPlayerController")
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local StaticData = require("TOC/StaticData")
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---------------------------
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@@ -132,9 +132,9 @@ function AmputationHandler:execute(damagePlayer)
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local surgeonFactor = self.surgeonPl:getPerkLevel(Perks.Doctor) * SandboxVars.TOC.SurgeonAbilityImportance
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-- Set the data in modData
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local modDataHandler = ModDataHandler.GetInstance()
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modDataHandler:setCutLimb(self.limbName, false, false, false, surgeonFactor)
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modDataHandler:apply() -- This will force rechecking the cached amputated limbs on the other client
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local dcInst = DataController.GetInstance()
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dcInst:setCutLimb(self.limbName, false, false, false, surgeonFactor)
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dcInst:apply() -- This will force rechecking the cached amputated limbs on the other client
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-- Heal the area, we're gonna re-set the damage after (if it's enabled)
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local bd = self.patientPl:getBodyDamage()
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@@ -142,8 +142,8 @@ function AmputationHandler:execute(damagePlayer)
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PlayerHandler.HealArea(bodyPart)
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-- Give the player the correct amputation item
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ItemsHandler.Player.DeleteOldAmputationItem(self.patientPl, self.limbName)
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ItemsHandler.Player.SpawnAmputationItem(self.patientPl, self.limbName)
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ItemsController.Player.DeleteOldAmputationItem(self.patientPl, self.limbName)
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ItemsController.Player.SpawnAmputationItem(self.patientPl, self.limbName)
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-- Add it to the list of cut limbs on this local client
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local username = self.patientPl:getUsername()
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@@ -158,8 +158,8 @@ function AmputationHandler:execute(damagePlayer)
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CachedDataHandler.CalculateHighestAmputatedLimbs(username)
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-- If the part was actually infected, heal the player, if they were in time (infectionLevel < 20)
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if bd:getInfectionLevel() < 20 and bodyPart:IsInfected() and not modDataHandler:getIsIgnoredPartInfected() then
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PlayerHandler.HealZombieInfection(bd, bodyPart, self.limbName, modDataHandler)
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if bd:getInfectionLevel() < 20 and bodyPart:IsInfected() and not dcInst:getIsIgnoredPartInfected() then
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PlayerHandler.HealZombieInfection(bd, bodyPart, self.limbName, dcInst)
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end
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-- The last part is to handle the damage that the player will receive after the amputation
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