Added missing models
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@@ -58,19 +58,22 @@ local og_ISBaseTimedAction_perform = ISBaseTimedAction.perform
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function ISBaseTimedAction:perform()
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og_ISBaseTimedAction_perform(self)
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TOC_DEBUG.print("Running ISBaseTimedAction.perform override")
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local dcInst = DataController.GetInstance()
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if not dcInst:getIsAnyLimbCut() then return end
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local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(LocalPlayerController.username)
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for k, _ in pairs(amputatedLimbs) do
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local limbName = k
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if dcInst:getIsCut(limbName) then
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-- We're checking for only "visible" amputations to prevent from having bleeds everywhere
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if dcInst:getIsCut(limbName) and dcInst:getIsVisible(limbName) then
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local side = CommonMethods.GetSide(limbName)
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LocalPlayerController.playerObj:getXp():AddXP(Perks["Side_" .. side], 1) -- TODO Make it dynamic
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local prostGroup = StaticData.LIMBS_TO_PROST_GROUP_MATCH_IND_STR[limbName]
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if not dcInst:getIsCicatrized(limbName) and dcInst:getIsProstEquipped(prostGroup) then
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TOC_DEBUG.print("Trying for bleed, player met the criteria")
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-- TODO If we have cut a forearm, it will try to check the hand too, with cicatrization time = 0. We should skip this
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LocalPlayerController.TryRandomBleed(self.character, limbName)
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end
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end
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