Fixed compat a little, prosthesis still missing

This commit is contained in:
Pao
2023-01-18 10:11:14 +01:00
parent 2a2b6ef978
commit 38b219c700
6 changed files with 239 additions and 162 deletions

View File

@@ -0,0 +1,132 @@
require "TimedActions/ISBaseTimedAction"
require "TimedActions/ISEquipWeaponAction"
require "TimedActions/ISUnequipAction"
require "ISUI/ISInventoryPaneContextMenu"
local og_ISEquipTimedActionAdjustMaxTime = ISBaseTimedAction.adjustMaxTime
-- FIXME something is seriously broken here, it stacks up
function ISBaseTimedAction:adjustMaxTime(maxTime)
local original_max_time = og_ISEquipTimedActionAdjustMaxTime(self, maxTime) -- TODO will it work?
local modified_max_time = original_max_time
local part_data = getPlayer():getModData().TOC.Limbs
local burn_factor = 1.3
-- To make it faster, let's have everything already written in another func
local all_body_parts = GetBodyParts()
-- TODO this gets awfully slow really quick, doesn't even make much sense.
for _, part_name in ipairs(all_body_parts) do
if part_data[part_name].is_cut then
if part_data[part_name].is_prosthesis_equipped then
modified_max_time = modified_max_time * part_data[part_name].equipped_prosthesis.prosthesis_factor
else
modified_max_time = modified_max_time * 2
end
if part_data[part_name].is_cauterized then
modified_max_time = modified_max_time * burn_factor
end
-- Perk scaling
if part_name == "Right_Hand" or part_name == "Left_Hand" then
modified_max_time = modified_max_time * (1 + (9 - self.character:getPerkLevel(Perks[part_name])) / 20 )
end
end
end
if modified_max_time > 10 * original_max_time then modified_max_time = 10 * original_max_time end
print("MODIFIED MAX TIME: " .. modified_max_time)
return modified_max_time
end
local og_ISEquipWeaponActionPerform = ISEquipWeaponAction.perform
function ISEquipWeaponAction:perform()
og_ISEquipWeaponActionPerform(self)
local part_data = self.character:getModData().TOC.Limbs
local can_be_held = {}
for _, side in ipairs ({"Left", "Right"}) do
can_be_held[side] = true
if part_data[side .. "_Hand"].is_cut then
if part_data[side .. "_LowerArm"].is_cut then
if not part_data[side .. "_LowerArm"].is_prosthesis_equipped then
can_be_held[side] = false
end
elseif not part_data[side .. "_Hand"].is_prosthesis_equipped then
can_be_held[side] = false
end
end
end
if not self.item:isRequiresEquippedBothHands() then
if can_be_held["Right"] and not can_be_held["Left"] then
self.character:setPrimaryHandItem(self.item)
self.character:setSecondaryHandItem(nil)
elseif not can_be_held["Right"] and can_be_held["Left"] then
self.character:setPrimaryHandItem(nil)
self.character:setSecondaryHandItem(nil)
elseif not can_be_held["Left"] and not can_be_held["Right"] then
self.character:dropHandItems()
end
else
if (can_be_held["Right"] and not can_be_held["Left"]) or
(not can_be_held["Right"] and can_be_held["Left"]) or
(not can_be_held["Left"] and not can_be_held["Right"]) then
self.character:dropHandItems()
end
end
end
-- local og_ISUnequipActionPerform = ISUnequipAction.perform
-- function ISUnequipAction:perform()
-- -- -- check if the "clothing" is actually an amputation or an equipped prosthesis
-- -- TODO Find a way to disable the green advancement UI thing
-- if CheckIfItemIsAmputatedLimb(self.item) == false and CheckIfItemIsInstalledProsthesis(self.item) == false then
-- og_ISUnequipActionPerform(self)
-- end
-- end
local og_ISInventoryPaneContextMenuUnequipItem = ISInventoryPaneContextMenu.unequipItem
function ISInventoryPaneContextMenu.unequipItem(item, player)
if CheckIfItemIsAmputatedLimb(item) == false and CheckIfItemIsInstalledProsthesis(item) == false then
og_ISInventoryPaneContextMenuUnequipItem(item, player)
end
end
local og_ISInventoryPaneContextMenuDropItem = ISInventoryPaneContextMenu.dropItem
function ISInventoryPaneContextMenu.dropItem(item, player)
if CheckIfItemIsAmputatedLimb(item) == false and CheckIfItemIsInstalledProsthesis(item) == false then
og_ISInventoryPaneContextMenuDropItem(item, player)
end
end