Readded amputation sound
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@@ -101,7 +101,7 @@ end
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---@class ItemsHandler.Zombie
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ItemsHandler.Zombie = {}
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---comment
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---Set an amputation to a zombie
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---@param zombie IsoZombie
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function ItemsHandler.Zombie.SpawnAmputationItem(zombie)
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-- TODO Set texture ID
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@@ -124,7 +124,7 @@ function ItemsHandler.Zombie.SpawnAmputationItem(zombie)
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end
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-- TODO COnsider highest amputation
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-- TODO Consider highest amputation
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local usableClothingAmputations = {}
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for i=1, #StaticData.LIMBS_STR do
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@@ -26,8 +26,8 @@ function ModDataHandler:new(username, isResetForced)
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ModData.request(key)
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end
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o.tocData = ModData.get(key) -- TODO This is working like a placeholder at the moment, it's gonna get replaced later in reapplyTocData
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-- FIXME This is working like a placeholder at the moment, it's gonna get replaced later in reapplyTocData
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o.tocData = ModData.get(key)
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if isResetForced or o.tocData == nil or o.tocData.limbs == nil or o.tocData.limbs.Hand_L == nil or o.tocData.limbs.Hand_L.isCut == nil then
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TOC_DEBUG.print("tocData in ModDataHandler for " .. username .. " is nil, creating it now")
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o:setup(key)
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@@ -290,7 +290,8 @@ function ModDataHandler.ReceiveData(key, table)
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end
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TOC_DEBUG.print("receiving data from server")
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if key == "TOC_Bob" then return end -- TODO Fix this
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-- During startup the game can return Bob as the player username, adding a useless ModData table
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if key == "TOC_Bob" then return end
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TOC_DEBUG.print("receive data for " .. key)
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if table == {} or table == nil then
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@@ -300,7 +301,7 @@ function ModDataHandler.ReceiveData(key, table)
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-- Create ModDataHandler instance if there was none for that user and reapply the correct ModData table as a reference
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local username = key:sub(5)
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ModDataHandler.GetInstance(username):reapplyTocData(key, table) --tocData = table -- TODO Ugly, use a setter
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ModDataHandler.GetInstance(username):reapplyTocData(key, table)
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end
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Events.OnReceiveGlobalModData.Add(ModDataHandler.ReceiveData)
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@@ -329,9 +329,6 @@ function ISEquipWeaponAction:isValid()
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local isValid = og_ISEquipWeaponAction_isValid(self)
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local modDataHandler = ModDataHandler.GetInstance(self.character:getUsername())
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if isValid and modDataHandler:getIsAnyLimbCut() then
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-- TODO We need to consider amputating legs, this won't be correct anymore
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-- TODO Cache this!
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local isPrimaryHandValid = not modDataHandler:getIsCut(primaryHand) or modDataHandler:getIsProstEquipped(prostTopR)
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local isSecondaryHandValid = not modDataHandler:getIsCut(secondaryHand) or modDataHandler:getIsProstEquipped(prostTopL)
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@@ -37,11 +37,6 @@ function ProsthesisHandler.GetGroup(item)
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return group
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end
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---Cache the correct texture for the Health Panel for the currently equipped prosthesis
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function ProsthesisHandler.SetHealthPanelTexture()
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-- TODO do it
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end
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---Check if a prosthesis is equippable. It depends whether the player has a cut limb or not on that specific side. There's an exception for Upper arm, obviously
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---@param bodyLocation string
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---@return boolean
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