Readding amputation models
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@@ -75,6 +75,8 @@ function AmputationHandler:execute()
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ModDataHandler.GetInstance():setCutLimb(self.limbName, false, false, false, surgeonFactor)
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-- Give the player the correct amputation item
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self:deleteOldAmputationItem()
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self:spawnAmputationItem()
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end
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---Force the execution of the amputation for a trait
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@@ -136,11 +138,10 @@ function AmputationHandler:getAmputationTexturesIndex(isCicatrized)
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return matchedIndex - 1
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end
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---Spawns and equips the correct amputation item to the player. In case there was another amputation on the same side, it's gonna get deleted
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---Spawns and equips the correct amputation item to the player.
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---@private
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function AmputationHandler:spawnAmputationItem()
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-- TODO Check if there are previous amputation clothing items on that side and deletes them
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print("Clothing name " .. StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. self.limbName)
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local clothingItem = self.patient:getInventory():AddItem(StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. self.limbName)
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local texId = self:getAmputationTexturesIndex(false)
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16
media/lua/shared/NPCs/TOC_BodyLocations.lua
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16
media/lua/shared/NPCs/TOC_BodyLocations.lua
Normal file
@@ -0,0 +1,16 @@
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-- TODO This part is still one of the weakest and we don't have a better solution yet
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local function AddBodyLocationBefore(newLocation, moveToLocation)
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local group = BodyLocations.getGroup("Human")
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local list = getClassFieldVal(group, getClassField(group, 1))
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group:getOrCreateLocation(newLocation)
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local newItem = list:get(list:size()-1)
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print("TOC: Created new body location" .. newItem:getId())
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list:remove(newItem) -- We can't use the Index, it works if we pass the item though!
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local i = group:indexOf(moveToLocation)
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list:add(i, newItem)
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end
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AddBodyLocationBefore("TOC_ArmRight", "Shoes")
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AddBodyLocationBefore("TOC_ArmLeft", "Shoes")
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