reformatted everything

This commit is contained in:
Pao
2023-01-22 04:09:03 +01:00
parent b6b010705a
commit 713c250af9
21 changed files with 325 additions and 348 deletions

View File

@@ -1,7 +1,3 @@
-- CutLimb
-- TODO if TheONlyCure. triggers an errors
function TocCheckIfStillInfected(part_data)
@@ -25,8 +21,6 @@ function TocCheckIfStillInfected(part_data)
return check
end
function TocCureInfection(body_damage, part_data, part_name)
local body_part_type = body_damage:getBodyPart(TocGetBodyPartTypeFromPartName(part_name))
@@ -43,20 +37,20 @@ function TocCureInfection(body_damage, part_data, part_name)
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
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
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
@@ -64,7 +58,6 @@ function TocCureInfection(body_damage, part_data, part_name)
end
function TocDeleteOtherAmputatedLimbs(side)
-- if left hand is cut and we cut left lowerarm, then delete hand
@@ -76,23 +69,24 @@ function TocDeleteOtherAmputatedLimbs(side)
if amputated_limb then
getPlayer():getInventory():Remove(amputated_limb)
end
end
end
function TocGetKitInInventory(surgeon)
local playerInv = surgeon:getInventory();
local item = playerInv:getItemFromType('TOC.Real_surgeon_kit') or playerInv:getItemFromType('TOC.Surgeon_kit') or playerInv:getItemFromType('TOC.Improvised_surgeon_kit')
local item = playerInv:getItemFromType('TOC.Real_surgeon_kit') or playerInv:getItemFromType('TOC.Surgeon_kit') or
playerInv:getItemFromType('TOC.Improvised_surgeon_kit')
return item
end
function TocGetSawInInventory(surgeon)
local player_inv = surgeon:getInventory()
local item = player_inv:getItemFromType("Saw") or player_inv:getItemFromType("GardenSaw") or player_inv:getItemFromType("Chainsaw")
local item = player_inv:getItemFromType("Saw") or player_inv:getItemFromType("GardenSaw") or
player_inv:getItemFromType("Chainsaw")
return item
end
@@ -112,22 +106,21 @@ function SetBodyPartsStatusAfterOperation(player, part_data, part_name, use_oven
end
function FixSingleBodyPartType(body_part_type, use_oven)
body_part_type:setDeepWounded(false) --Basically like stitching
body_part_type:setDeepWounded(false) --Basically like stitching
body_part_type:setDeepWoundTime(0)
if use_oven then
if use_oven then
body_part_type:AddDamage(100)
body_part_type:setAdditionalPain(100);
body_part_type:setBleeding(false)
body_part_type:setBleedingTime(0) -- no bleeding since it's been cauterized
body_part_type:setBleedingTime(0) -- no bleeding since it's been cauterized
else
-- TODO Think a little better about this, do we want to trigger bleeding or not?
body_part_type:setBleeding(false)
--body_part_type:setBleedingTime(ZombRand(1, 5)) -- Reset the bleeding, maybe make it random
end
end
-------------------------------------
-- Override helper
@@ -146,7 +139,7 @@ function CheckIfItemIsAmputatedLimb(item)
end
-- function CheckIfItemIsAmputatedLimb(item)
-- local item_full_type = item:getFullType()
@@ -200,4 +193,4 @@ function CheckIfItemIsInstalledProsthesis(item)
return false
end
end
end