I said fixed.
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@@ -61,8 +61,10 @@ function FixSingleBodyPartType(body_part_type, use_oven)
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body_part_type:setBleeding(false)
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body_part_type:setBleedingTime(0) -- no bleeding since it's been cauterized
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else
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body_part_type:setBleeding(true);
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body_part_type:setBleedingTime(ZombRand(1, 5)); -- Reset the bleeding, maybe make it random
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-- TODO Think a little better about this
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body_part_type:setBleeding(false)
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--body_part_type:setBleedingTime(ZombRand(1, 5)) -- Reset the bleeding, maybe make it random
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end
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end
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@@ -34,10 +34,13 @@ function TheOnlyCure.CheckIfPlayerIsInfected(player, toc_data)
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for _, v in ipairs(GetLimbsBodyPartTypes()) do
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local toc_bodypart = TheOnlyCure.FindBodyPartFromBodyPartType(toc_data, v)
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if body_damage:getBodyPart(v):bitten() and not toc_data[toc_bodypart].is_cut then
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toc_data[toc_bodypart].is_infected = true
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player:transmitModData()
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local toc_bodypart = TheOnlyCure.FindTocDataPartNameFromBodyPartType(toc_data, v)
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if body_damage:getBodyPart(v):bitten() and toc_bodypart ~= nil then
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if toc_bodypart.is_cut then
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toc_data[toc_bodypart].is_infected = true
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player:transmitModData()
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end
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end
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end
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@@ -87,9 +87,9 @@ function ISCutLimb:perform()
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end
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if self.patient ~= self.surgeon and isClient() then
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SendCutArm(self.patient, self.partName, surgeonFact, useBandage, bandageAlcool, usePainkiller, painkillerCount);
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SendCutLimb(self.patient, self.part_name, surgeon_factor, bandage_table, painkiller_table)
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else
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CutArm(self.partName, surgeonFact, useBandage, bandageAlcool, usePainkiller, painkillerCount);
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TheOnlyCure.CutLimb(self.part_name, surgeon_factor, bandage_table, painkiller_table)
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end
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self.surgeon:getXp():AddXP(Perks.Doctor, 400);
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