Readded amputation sound

This commit is contained in:
ZioPao
2023-11-21 02:25:49 +01:00
parent 0d3b82aee3
commit 74508a9ed1
8 changed files with 43 additions and 19 deletions

View File

@@ -101,7 +101,7 @@ end
---@class ItemsHandler.Zombie
ItemsHandler.Zombie = {}
---comment
---Set an amputation to a zombie
---@param zombie IsoZombie
function ItemsHandler.Zombie.SpawnAmputationItem(zombie)
-- TODO Set texture ID
@@ -124,7 +124,7 @@ function ItemsHandler.Zombie.SpawnAmputationItem(zombie)
end
-- TODO COnsider highest amputation
-- TODO Consider highest amputation
local usableClothingAmputations = {}
for i=1, #StaticData.LIMBS_STR do

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@@ -26,8 +26,8 @@ function ModDataHandler:new(username, isResetForced)
ModData.request(key)
end
o.tocData = ModData.get(key) -- TODO This is working like a placeholder at the moment, it's gonna get replaced later in reapplyTocData
-- FIXME This is working like a placeholder at the moment, it's gonna get replaced later in reapplyTocData
o.tocData = ModData.get(key)
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
TOC_DEBUG.print("tocData in ModDataHandler for " .. username .. " is nil, creating it now")
o:setup(key)
@@ -290,7 +290,8 @@ function ModDataHandler.ReceiveData(key, table)
end
TOC_DEBUG.print("receiving data from server")
if key == "TOC_Bob" then return end -- TODO Fix this
-- During startup the game can return Bob as the player username, adding a useless ModData table
if key == "TOC_Bob" then return end
TOC_DEBUG.print("receive data for " .. key)
if table == {} or table == nil then
@@ -300,7 +301,7 @@ function ModDataHandler.ReceiveData(key, table)
-- Create ModDataHandler instance if there was none for that user and reapply the correct ModData table as a reference
local username = key:sub(5)
ModDataHandler.GetInstance(username):reapplyTocData(key, table) --tocData = table -- TODO Ugly, use a setter
ModDataHandler.GetInstance(username):reapplyTocData(key, table)
end
Events.OnReceiveGlobalModData.Add(ModDataHandler.ReceiveData)

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@@ -329,9 +329,6 @@ function ISEquipWeaponAction:isValid()
local isValid = og_ISEquipWeaponAction_isValid(self)
local modDataHandler = ModDataHandler.GetInstance(self.character:getUsername())
if isValid and modDataHandler:getIsAnyLimbCut() then
-- TODO We need to consider amputating legs, this won't be correct anymore
-- TODO Cache this!
local isPrimaryHandValid = not modDataHandler:getIsCut(primaryHand) or modDataHandler:getIsProstEquipped(prostTopR)
local isSecondaryHandValid = not modDataHandler:getIsCut(secondaryHand) or modDataHandler:getIsProstEquipped(prostTopL)

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@@ -37,11 +37,6 @@ function ProsthesisHandler.GetGroup(item)
return group
end
---Cache the correct texture for the Health Panel for the currently equipped prosthesis
function ProsthesisHandler.SetHealthPanelTexture()
-- TODO do it
end
---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
---@param bodyLocation string
---@return boolean