Fixing interactions
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@@ -69,6 +69,12 @@ end
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---Used to heal an area that has been cut previously. There's an exception for bites, those are managed differently
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---@param bodyPart BodyPart
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function LocalPlayerController.HealArea(bodyPart)
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bodyPart:setFractureTime(0)
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bodyPart:setScratched(false, true)
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bodyPart:setScratchTime(0)
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bodyPart:setBleeding(false)
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bodyPart:setBleedingTime(0)
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@@ -149,12 +155,13 @@ function LocalPlayerController.HandleDamage(character)
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-- Generic injury, let's heal it since they already cut the limb off
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if bodyPart:HasInjury() then
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TOC_DEBUG.print("Healing area - " .. limbName)
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LocalPlayerController.HealArea(bodyPart)
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end
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-- Special case for bites\zombie infections
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if bodyPart:IsInfected() then
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TOC_DEBUG.print("Healed from zombie infection " .. tostring(bodyPart))
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TOC_DEBUG.print("Healed from zombie infection - " .. limbName)
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LocalPlayerController.HealZombieInfection(bd, bodyPart, limbName, dcInst)
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end
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else
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@@ -233,7 +240,7 @@ function LocalPlayerController.UpdateAmputations()
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-- We need to get the BloodBodyPartType to find out how dirty the zone is
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local bbptEnum = BloodBodyPartType[limbName]
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local modifier = 0.01 * SandboxVars.TOC.WoundDirtynessMultiplier
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local dirtynessVis = visual:getDirt(bbptEnum) + visual:getBlood(bbptEnum)
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local dirtynessWound = dcInst:getWoundDirtyness(limbName) + modifier
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