- Modified textures once again
- FIxed a bug that occured when amputating an already amputated limb (hand and then forearm)
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@@ -24,9 +24,8 @@ function TocSetCorrectTextureForAmputation(item, player, cicatrized)
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item:getVisual():setTextureChoice(tonumber(matched_index - 1)) -- it counts from 0, so we have to subtract 1
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end
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function TocSetBloodOnAmputation(player, body_part)
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local body_part_type = body_part:getType()
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local blood_body_part_type
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if body_part_type == BodyPartType.Hand_R then
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@@ -316,23 +316,22 @@ function TheOnlyCure.CutLimb(part_name, surgeon_factor, bandage_table, painkille
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limbs_data[part_name].cicatrization_time = limbs_data[part_name].cicatrization_base_time - surgeon_factor * 50
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for _, depended_v in pairs(limbs_data[part_name].depends_on) do
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if limbs_data[depended_v].is_cut == false then
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limbs_data[depended_v].is_cut = true
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limbs_data[depended_v].is_amputation_shown = false
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limbs_data[depended_v].cicatrization_time = limbs_data[part_name].cicatrization_base_time -
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surgeon_factor * 50
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local should_depended_v_be_healed_of_bite = limbs_data[depended_v].is_infected and
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body_damage:getInfectionLevel() < 20
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local depended_body_part = body_damage:getBodyPart(TocGetBodyPartFromPartName(depended_v))
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TocSetParametersForMissingLimb(depended_body_part, should_depended_v_be_healed_of_bite)
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if should_depended_v_be_healed_of_bite then
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limbs_data[depended_v].is_infected = false
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end
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limbs_data[depended_v].is_cut = true
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limbs_data[depended_v].is_amputation_shown = false
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limbs_data[depended_v].cicatrization_time = limbs_data[part_name].cicatrization_base_time -
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surgeon_factor * 50
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local should_depended_v_be_healed_of_bite = limbs_data[depended_v].is_infected and
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body_damage:getInfectionLevel() < 20
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local depended_body_part = body_damage:getBodyPart(TocGetBodyPartFromPartName(depended_v))
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TocSetParametersForMissingLimb(depended_body_part, should_depended_v_be_healed_of_bite)
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if should_depended_v_be_healed_of_bite then
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limbs_data[depended_v].is_infected = false
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end
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end
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