diff --git a/media/lua/client/TOC_HelperFunctions.lua b/media/lua/client/TOC_HelperFunctions.lua index 59c5a64..f540248 100644 --- a/media/lua/client/TOC_HelperFunctions.lua +++ b/media/lua/client/TOC_HelperFunctions.lua @@ -22,8 +22,55 @@ function CheckIfStillInfected(part_data) end + +function TocCureInfection(body_damage, part_data, part_name) + + local body_part_type = body_damage:getBodyPart(TocGetBodyPartTypeFromPartName(part_name)) + + -- Check if we can heal the infection + local is_other_bodypart_infected = getPlayer():getModData().TOC.Limbs.is_other_bodypart_infected + + if not is_other_bodypart_infected and not TheOnlyCure.CheckIfOtherLimbsAreInfected(part_data, part_name) then + body_damage:setInfected(false) + body_part_type:SetInfected(false) + body_damage:setInfectionMortalityDuration(-1) + body_damage:setInfectionTime(-1) + body_damage:setInfectionLevel(0) + local body_part_types = body_damage:getBodyParts() + + -- TODO I think this is enough... we should just cycle if with everything instead of that crap up there + for i=body_part_types:size()-1, 0, -1 do + local bodyPart = body_part_types:get(i); + bodyPart:SetInfected(false); + end + end + + + if body_part_type:scratched() then body_part_type:setScratched(false, false) end + if body_part_type:haveGlass() then body_part_type:setHaveGlass(false) end + if body_part_type:haveBullet() then body_part_type:setHaveBullet(false, 0) end + if body_part_type:isInfectedWound() then body_part_type:setInfectedWound(false) end + if body_part_type:isBurnt() then body_part_type:setBurnTime(0) end + if body_part_type:isCut() then body_part_type:setCut(false, false) end --Lacerations + if body_part_type:getFractureTime()>0 then body_part_type:setFractureTime(0) end + + + + + +end + + + -- TODO this triggers an error function CureInfection(body_damage) + + + + + + + body_damage:setInfected(false) body_damage:setInfectionMortalityDuration(-1) body_damage:setInfectionTime(-1) diff --git a/media/lua/client/TOC_Update.lua b/media/lua/client/TOC_Update.lua index d5cfcd7..e93ccff 100644 --- a/media/lua/client/TOC_Update.lua +++ b/media/lua/client/TOC_Update.lua @@ -81,6 +81,7 @@ end --Helper function for UpdatePlayerHealth function TheOnlyCure.HealSpecificPart(part_data, part_name, player) + -- TODO this can be moved away from updates local body_damage = player:getBodyDamage() local body_part_type = body_damage:getBodyPart(TocGetBodyPartTypeFromPartName(part_name)) @@ -119,34 +120,34 @@ function TheOnlyCure.HealSpecificPart(part_data, part_name, player) -- Check if we can heal the infection - if body_part_type:bitten() then - body_part_type:SetBitten(false) + -- if body_part_type:bitten() then + -- body_part_type:SetBitten(false) - local is_other_bodypart_infected = player:getModData().TOC.Limbs.is_other_bodypart_infected + -- local is_other_bodypart_infected = player:getModData().TOC.Limbs.is_other_bodypart_infected - if not is_other_bodypart_infected and not TheOnlyCure.CheckIfOtherLimbsAreInfected(part_data, part_name) then - body_part_type:setInfected(false) - body_part_type:setInfectionMortalityDuration(-1) - body_part_type:setInfectionTime(-1) - body_part_type:setInfectionLevel(0) - local body_part_types = body_damage:getBodyParts() + -- if not is_other_bodypart_infected and not TheOnlyCure.CheckIfOtherLimbsAreInfected(part_data, part_name) then + -- body_part_type:SetInfected(false) + -- body_damage:setInfectionMortalityDuration(-1) + -- body_damage:setInfectionTime(-1) + -- body_damage:setInfectionLevel(0) + -- local body_part_types = body_damage:getBodyParts() - -- TODO I think this is enough... we should just cycle if with everything instead of that crap up there - for i=body_part_types:size()-1, 0, -1 do - local bodyPart = body_part_types:get(i); - bodyPart:SetInfected(false); - end - end - end + -- -- TODO I think this is enough... we should just cycle if with everything instead of that crap up there + -- for i=body_part_types:size()-1, 0, -1 do + -- local bodyPart = body_part_types:get(i); + -- bodyPart:SetInfected(false); + -- end + -- end + -- end - if body_part_type:scratched() then body_part_type:setScratched(false, false) end - if body_part_type:haveGlass() then body_part_type:setHaveGlass(false) end - if body_part_type:haveBullet() then body_part_type:setHaveBullet(false, 0) end - if body_part_type:isInfectedWound() then body_part_type:setInfectedWound(false) end - if body_part_type:isBurnt() then body_part_type:setBurnTime(0) end - if body_part_type:isCut() then body_part_type:setCut(false, false) end --Lacerations - if body_part_type:getFractureTime()>0 then body_part_type:setFractureTime(0) end + -- if body_part_type:scratched() then body_part_type:setScratched(false, false) end + -- if body_part_type:haveGlass() then body_part_type:setHaveGlass(false) end + -- if body_part_type:haveBullet() then body_part_type:setHaveBullet(false, 0) end + -- if body_part_type:isInfectedWound() then body_part_type:setInfectedWound(false) end + -- if body_part_type:isBurnt() then body_part_type:setBurnTime(0) end + -- if body_part_type:isCut() then body_part_type:setCut(false, false) end --Lacerations + -- if body_part_type:getFractureTime()>0 then body_part_type:setFractureTime(0) end -- Cicatrization check if part_data[part_name].is_cut and not part_data[part_name].is_cicatrized then diff --git a/media/lua/client/TOC_main.lua b/media/lua/client/TOC_main.lua index 6f40227..db65f8b 100644 --- a/media/lua/client/TOC_main.lua +++ b/media/lua/client/TOC_main.lua @@ -253,10 +253,11 @@ function TheOnlyCure.CutLimb(part_name, surgeon_factor, bandage_table, painkille if part_data[part_name].is_infected and body_damage:getInfectionLevel() < 20 then part_data[part_name].is_infected = false body_part:SetBitten(false) + body_part:setBiteTime(0) -- Second check, let's see if there is any other infected limb. if CheckIfStillInfected(part_data) == false then - CureInfection(body_damage) + TocCureInfection(body_damage, part_data, part_name) getPlayer():Say("I'm gonna be fine") else getPlayer():Say("I'm still gonna die...") @@ -270,8 +271,9 @@ function TheOnlyCure.CutLimb(part_name, surgeon_factor, bandage_table, painkille part_data[depended_v].cicatrization_time = part_data[part_name].cicatrization_base_time - surgeon_factor * 50 end - -- Check for older amputation models and deletes them from player's inventory + + -- Check for older amputation models and deletes them from player's inventory local side = string.match(part_name, '(%w+)_') TocDeleteOtherAmputatedLimbs(side)