I said, changed some todos.
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@@ -87,6 +87,7 @@ function TheOnlyCure.HealSpecificPart(toc_data, part_name, player)
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local bandage_life = 0
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local bandage_type = ""
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-- TODO Bandages should have some disadvantage when not operated... Like getting drenched or something
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if body_part_type:bandaged() then
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is_bandaged = true -- this is useless
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bandage_life = body_part_type:getBandageLife()
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@@ -143,6 +144,10 @@ function TheOnlyCure.HealSpecificPart(toc_data, part_name, player)
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-- TODO make this random if the player gets it or not
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--FIXME they're gonna stack!!!!
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-- if player does not have brave then add it
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-- if player does not have insensitve then add it
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player:getTraits():add("Brave")
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player:getTraits():add("Insensitive")
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body_part_type:setBleeding(false);
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@@ -193,7 +198,7 @@ function TheOnlyCure.UpdateEveryOneMinute()
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local toc_data = player:getModData().TOC
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if toc_data ~= nil then
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--TheOnlyCure.TryDropItem(player, toc_data) -- TODO this is kinda useless I think
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--TheOnlyCure.TryDropItem(player, toc_data) -- TODO this must be set only in the cut\equipping function, not here
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TheOnlyCure.CheckIfPlayerIsInfected(player, toc_data)
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TheOnlyCure.UpdatePlayerHealth(player, toc_data)
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end
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@@ -223,7 +228,7 @@ function TheOnlyCure.UpdateEveryTenMinutes()
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end
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end
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player:transmitModData() -- TODO if we do this every minutes, do we need to re do it here?
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player:transmitModData()
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end
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