Moved function from update to a normal function

This commit is contained in:
Pao
2023-01-20 23:06:38 +01:00
parent 63e1d43847
commit 6ae0b9ffee
3 changed files with 75 additions and 25 deletions

View File

@@ -22,8 +22,55 @@ function CheckIfStillInfected(part_data)
end 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 -- TODO this triggers an error
function CureInfection(body_damage) function CureInfection(body_damage)
body_damage:setInfected(false) body_damage:setInfected(false)
body_damage:setInfectionMortalityDuration(-1) body_damage:setInfectionMortalityDuration(-1)
body_damage:setInfectionTime(-1) body_damage:setInfectionTime(-1)

View File

@@ -81,6 +81,7 @@ end
--Helper function for UpdatePlayerHealth --Helper function for UpdatePlayerHealth
function TheOnlyCure.HealSpecificPart(part_data, part_name, player) function TheOnlyCure.HealSpecificPart(part_data, part_name, player)
-- TODO this can be moved away from updates
local body_damage = player:getBodyDamage() local body_damage = player:getBodyDamage()
local body_part_type = body_damage:getBodyPart(TocGetBodyPartTypeFromPartName(part_name)) 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 -- Check if we can heal the infection
if body_part_type:bitten() then -- if body_part_type:bitten() then
body_part_type:SetBitten(false) -- 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 -- if not is_other_bodypart_infected and not TheOnlyCure.CheckIfOtherLimbsAreInfected(part_data, part_name) then
body_part_type:setInfected(false) -- body_part_type:SetInfected(false)
body_part_type:setInfectionMortalityDuration(-1) -- body_damage:setInfectionMortalityDuration(-1)
body_part_type:setInfectionTime(-1) -- body_damage:setInfectionTime(-1)
body_part_type:setInfectionLevel(0) -- body_damage:setInfectionLevel(0)
local body_part_types = body_damage:getBodyParts() -- 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 -- -- 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 -- for i=body_part_types:size()-1, 0, -1 do
local bodyPart = body_part_types:get(i); -- local bodyPart = body_part_types:get(i);
bodyPart:SetInfected(false); -- bodyPart:SetInfected(false);
end -- end
end -- end
end -- end
if body_part_type:scratched() then body_part_type:setScratched(false, false) 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: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: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:isInfectedWound() then body_part_type:setInfectedWound(false) end
if body_part_type:isBurnt() then body_part_type:setBurnTime(0) 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: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:getFractureTime()>0 then body_part_type:setFractureTime(0) end
-- Cicatrization check -- Cicatrization check
if part_data[part_name].is_cut and not part_data[part_name].is_cicatrized then if part_data[part_name].is_cut and not part_data[part_name].is_cicatrized then

View File

@@ -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 if part_data[part_name].is_infected and body_damage:getInfectionLevel() < 20 then
part_data[part_name].is_infected = false part_data[part_name].is_infected = false
body_part:SetBitten(false) body_part:SetBitten(false)
body_part:setBiteTime(0)
-- Second check, let's see if there is any other infected limb. -- Second check, let's see if there is any other infected limb.
if CheckIfStillInfected(part_data) == false then if CheckIfStillInfected(part_data) == false then
CureInfection(body_damage) TocCureInfection(body_damage, part_data, part_name)
getPlayer():Say("I'm gonna be fine") getPlayer():Say("I'm gonna be fine")
else else
getPlayer():Say("I'm still gonna die...") 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 part_data[depended_v].cicatrization_time = part_data[part_name].cicatrization_base_time - surgeon_factor * 50
end 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+)_') local side = string.match(part_name, '(%w+)_')
TocDeleteOtherAmputatedLimbs(side) TocDeleteOtherAmputatedLimbs(side)