forgot to reneable stuff and more things in preparation for modular prost
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@@ -72,17 +72,14 @@ function ISInventoryPane:onMouseDoubleClick(x, y)
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local item_to_check = self.items[self.mouseOverOption]
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local player_inventory = getPlayerInventory(self.player).inventory
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-----------------------------------------------------------------------------------
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-- TODO THIS IS DISABLED ONLY FOR TEST!!!!! REMEMBER TO RESTORE IT
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-----------------------------------------------------------------------------------
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-- if instanceof(item_to_check, "InventoryItem") then
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-- og_ISInventoryPaneOnMouseDoubleClick(self, x, y)
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-- elseif CheckIfItemIsAmputatedLimb(item_to_check.items[1]) or CheckIfItemIsInstalledProsthesis(item_to_check.items[1]) then
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-- --print("TOC: Can't double click this item")
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-- else
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-- end
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if instanceof(item_to_check, "InventoryItem") then
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og_ISInventoryPaneOnMouseDoubleClick(self, x, y)
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elseif CheckIfItemIsAmputatedLimb(item_to_check.items[1]) or CheckIfItemIsInstalledProsthesis(item_to_check.items[1]) then
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--print("TOC: Can't double click this item")
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end
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og_ISInventoryPaneOnMouseDoubleClick(self, x, y)
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@@ -96,17 +93,12 @@ function ISInventoryPane.getActualItems(items)
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local ret = og_ISInventoryPaneGetActualItems(items)
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-- This is gonna be slower than just overriding the function but hey it's more compatible
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-----------------------------------------------------------------------------------
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-- TODO THIS IS DISABLED ONLY FOR TEST!!!!! REMEMBER TO RESTORE IT
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-----------------------------------------------------------------------------------
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-- for i = 1, #ret do
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-- local item_full_type = ret[i]:getFullType()
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-- if string.find(item_full_type, "Amputation_") or string.find(item_full_type, "Prost_") then
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-- table.remove(ret, i)
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-- end
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-- end
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for i = 1, #ret do
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local item_full_type = ret[i]:getFullType()
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if string.find(item_full_type, "Amputation_") or string.find(item_full_type, "Prost_") then
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table.remove(ret, i)
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end
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end
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return ret
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end
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@@ -32,6 +32,8 @@ function GenerateEquippedProsthesis(prosthesis_item, limb)
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-- TODO Durability should be decided from the clothing item xml. Same thing for disassembling stuff
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-- TODO some stuff should be defined by the limb, like -10 if forearm in speed
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-- -- when we equip a prosthesis, we're gonna pass these parameters to the newly generated clothing item
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-- -- when we unequip it, we regen the normal item with the parameters from the clothing item
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local durability = 0
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local speed = 0
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@@ -80,10 +82,6 @@ end
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-- -- Set mod data for item with durability and all that crap
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-- -- when we equip a prosthesis, we're gonna pass these parameters to the newly generated clothing item
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-- -- when we unequip it, we regen the normal item with the parameters from the clothing item
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-- end
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