Added compatibility with Fancy Handwork
This commit is contained in:
8
.vscode/settings.json
vendored
8
.vscode/settings.json
vendored
@@ -44,6 +44,12 @@
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"BloodBodyPartType",
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"ISInventoryPane",
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"ModData",
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"isDebugEnabled"
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"isDebugEnabled",
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"getActivatedMods",
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"ISHotbar",
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"isForceDropHeavyItem",
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"isFHModKeyDown",
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"getPlayerData",
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"FHSwapHandsAction"
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]
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}
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@@ -92,7 +92,6 @@ function TocDamagePlayerDuringAmputation(patient, part_name)
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body_damage_part:setBleedingTime(ZombRand(10, 20))
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end
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---@param body_part BodyPartType
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---@param heal_bite boolean
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function TocSetParametersForMissingLimb(body_part, heal_bite)
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body_part:setBleeding(false)
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@@ -251,3 +250,23 @@ function CheckIfItemIsInstalledProsthesis(item)
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end
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end
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function TocPopulateCanBeHeldTable(can_be_held, limbs_data)
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for _, side in ipairs(TOC_sides) do
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can_be_held[side] = true
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if limbs_data[side .. "_Hand"].is_cut then
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if limbs_data[side .. "_LowerArm"].is_cut then
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if not limbs_data[side .. "_LowerArm"].is_prosthesis_equipped then
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can_be_held[side] = false
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end
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elseif not limbs_data[side .. "_Hand"].is_prosthesis_equipped then
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can_be_held[side] = false
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end
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end
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end
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return
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end
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109
media/lua/client/TOC_ModCompatibility.lua
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109
media/lua/client/TOC_ModCompatibility.lua
Normal file
@@ -0,0 +1,109 @@
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---------------------------------
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-- Compatibility for various mods
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---------------------------------
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local function OverrideFancyHandwork()
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if getActivatedMods():contains('FancyHandwork') == false then return end
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local og_ISHotbar_equipItem = ISHotbar.equipItem
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function ISHotbar:equipItem(item)
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print("TOC: Overriding FancyHandwork methods")
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local mod = isFHModKeyDown()
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local primary = self.chr:getPrimaryHandItem()
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local secondary = self.chr:getSecondaryHandItem()
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local equip = true
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local limbs_data = getPlayer():getModData().TOC.Limbs
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local can_be_held = {}
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TocPopulateCanBeHeldTable(can_be_held, limbs_data)
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for _, test in pairs(can_be_held) do
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print(test)
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end
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--ISInventoryPaneContextMenu.transferIfNeeded(self.chr, item)
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-- If we already have the item equipped
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if (primary and primary == item) or (secondary and secondary == item) then
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ISTimedActionQueue.add(ISUnequipAction:new(self.chr, item, 20))
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equip = false
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end
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-- If we didn't just do something
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if equip then
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-- Handle holding big objects
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if primary and isForceDropHeavyItem(primary) then
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ISTimedActionQueue.add(ISUnequipAction:new(self.chr, primary, 50))
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----- treat "equip" as if we have something equipped from here down
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equip = false
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end
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if mod then
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-- If we still have something equipped in secondary, unequip
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if secondary and equip and can_be_held["Left"] then
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ISTimedActionQueue.add(ISUnequipAction:new(self.chr, secondary, 20))
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end
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if can_be_held["Left"] then
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ISTimedActionQueue.add(ISEquipWeaponAction:new(self.chr, item, 20, false, item:isTwoHandWeapon()))
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else
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ISTimedActionQueue.add(ISEquipWeaponAction:new(self.chr, item, 20, true, item:isTwoHandWeapon()))
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end
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else
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-- If we still have something equipped in primary, unequip
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if primary and equip and can_be_held["Right"] then
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ISTimedActionQueue.add(ISUnequipAction:new(self.chr, primary, 20))
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end
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-- Equip Primary
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if can_be_held["Right"] then
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ISTimedActionQueue.add(ISEquipWeaponAction:new(self.chr, item, 20, true, item:isTwoHandWeapon()))
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else
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ISTimedActionQueue.add(ISEquipWeaponAction:new(self.chr, item, 20, false, item:isTwoHandWeapon()))
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end
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end
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end
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self.chr:getInventory():setDrawDirty(true)
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getPlayerData(self.chr:getPlayerNum()).playerInventory:refreshBackpacks()
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end
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local og_FHSwapHandsAction = FHSwapHandsAction.start
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function FHSwapHandsAction:start()
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local limbs_data = getPlayer():getModData().TOC.Limbs
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local can_be_held = {}
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TocPopulateCanBeHeldTable(can_be_held, limbs_data)
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if self.itemL and can_be_held["Right"] then
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self.itemL:setJobType(getText("ContextMenu_Equip_Primary") .. " " .. self.itemL:getName())
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self.itemL:setJobDelta(0.0)
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else
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self:stop()
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return
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end
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if self.itemR and can_be_held["Left"] then
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self.itemR:setJobType(getText("ContextMenu_Equip_Secondary") .. " " .. self.itemR:getName())
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self.itemR:setJobDelta(0.0)
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else
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self:stop()
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return
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end
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self:setActionAnim("EquipItem")
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self:setOverrideHandModels(self.itemR, self.itemL)
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end
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end
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Events.OnGameStart.Add(OverrideFancyHandwork)
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@@ -10,10 +10,10 @@ function ISBaseTimedAction:adjustMaxTime(maxTime)
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-- TODO Make the malus for time a little less awful and add some other malus, like fitness and stuff
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print("TOC: Input max time " .. tostring(maxTime))
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--print("TOC: Input max time " .. tostring(maxTime))
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local original_max_time = og_ISEquipTimedActionAdjustMaxTime(self, maxTime)
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print("TOC: Return original max time: " .. tostring(original_max_time))
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--print("TOC: Return original max time: " .. tostring(original_max_time))
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if original_max_time ~= -1 then
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@@ -61,7 +61,7 @@ function ISBaseTimedAction:adjustMaxTime(maxTime)
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if modified_max_time > 10 * original_max_time then modified_max_time = 10 * original_max_time end
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print("TOC: Modified Max Time " .. modified_max_time)
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--print("TOC: Modified Max Time " .. modified_max_time)
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return modified_max_time
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else
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@@ -124,24 +124,13 @@ end
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local og_ISEquipWeaponActionPerform = ISEquipWeaponAction.perform
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function ISEquipWeaponAction:perform()
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-- TODO this is only for weapons, not items. Won't work for everything I think
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--TODO Block it before even performing
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-- TODO in the inventory menu there is something broken, even though this works
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og_ISEquipWeaponActionPerform(self)
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local part_data = self.character:getModData().TOC.Limbs
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local limbs_data = self.character:getModData().TOC.Limbs
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local can_be_held = {}
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for _, side in ipairs(TOC_sides) do
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can_be_held[side] = true
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if part_data[side .. "_Hand"].is_cut then
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if part_data[side .. "_LowerArm"].is_cut then
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if not part_data[side .. "_LowerArm"].is_prosthesis_equipped then
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can_be_held[side] = false
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end
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elseif not part_data[side .. "_Hand"].is_prosthesis_equipped then
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can_be_held[side] = false
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end
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end
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end
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TocPopulateCanBeHeldTable(can_be_held, limbs_data)
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if not self.item:isRequiresEquippedBothHands() then
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if can_be_held["Right"] and not can_be_held["Left"] then
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