Fixed a really dumb error with operateLocal
This commit is contained in:
@@ -1,4 +1,4 @@
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local function operateLocal(partName)
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local function operateLocal(worldobjects, partName)
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local player = getPlayer();
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local player = getPlayer();
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ISTimedActionQueue.add(ISOperateArm:new(player, player, _, partName, true));
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ISTimedActionQueue.add(ISOperateArm:new(player, player, _, partName, true));
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end
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end
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@@ -75,10 +75,12 @@ function CutArm(partName, surgeonFact, useBandage, bandageAlcool, usePainkiller,
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end
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end
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--Heal the infection
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--Heal the infection
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-- dude what the fuck is this code
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local bd = player:getBodyDamage()
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local bd = player:getBodyDamage()
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if bodyPart:getType() == BodyPartType.Hand_R then
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if bodyPart:getType() == BodyPartType.Hand_R then
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if bd:getInfectionLevel() < 20 and modData.RightHand.IsInfected and not (modData.RightForearm.IsInfected or modData.RightArm.IsInfected or modData.LeftArm.IsInfected or modData.LeftForearm.IsInfected or modData.LeftHand.IsInfected or modData.OtherBody_IsInfected) then
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if bd:getInfectionLevel() < 20 and modData.RightHand.IsInfected and not (modData.RightForearm.IsInfected or modData.RightArm.IsInfected or modData.LeftArm.IsInfected or modData.LeftForearm.IsInfected or modData.LeftHand.IsInfected or modData.OtherBody_IsInfected) then
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player:Say("I healed !");
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player:Say("I'm gonna be fine!");
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bd:getBodyPart(BodyPartType.Hand_R):SetBitten(false);
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bd:getBodyPart(BodyPartType.Hand_R):SetBitten(false);
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cureInfection(bd);
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cureInfection(bd);
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else
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else
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@@ -87,7 +89,7 @@ function CutArm(partName, surgeonFact, useBandage, bandageAlcool, usePainkiller,
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modData.RightHand.IsInfected = false;
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modData.RightHand.IsInfected = false;
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elseif bodyPart:getType() == BodyPartType.ForeArm_R then
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elseif bodyPart:getType() == BodyPartType.ForeArm_R then
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if bd:getInfectionLevel() < 20 and modData.RightForearm.IsInfected and not (modData.RightArm.IsInfected or modData.LeftArm.IsInfected or modData.LeftForearm.IsInfected or modData.LeftHand.IsInfected or modData.OtherBody_IsInfected) then
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if bd:getInfectionLevel() < 20 and modData.RightForearm.IsInfected and not (modData.RightArm.IsInfected or modData.LeftArm.IsInfected or modData.LeftForearm.IsInfected or modData.LeftHand.IsInfected or modData.OtherBody_IsInfected) then
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player:Say("I healed !");
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player:Say("I'm gonna be fine!");
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bd:getBodyPart(BodyPartType.Hand_R):SetBitten(false); bd:getBodyPart(BodyPartType.ForeArm_R):SetBitten(false);
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bd:getBodyPart(BodyPartType.Hand_R):SetBitten(false); bd:getBodyPart(BodyPartType.ForeArm_R):SetBitten(false);
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cureInfection(bd);
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cureInfection(bd);
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else
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else
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@@ -106,7 +108,7 @@ function CutArm(partName, surgeonFact, useBandage, bandageAlcool, usePainkiller,
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modData.RightHand.IsInfected = false; modData.RightForearm.IsInfected = false; modData.RightArm.IsInfected = false;
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modData.RightHand.IsInfected = false; modData.RightForearm.IsInfected = false; modData.RightArm.IsInfected = false;
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elseif bodyPart:getType() == BodyPartType.Hand_L then
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elseif bodyPart:getType() == BodyPartType.Hand_L then
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if bd:getInfectionLevel() < 20 and modData.LeftHand.IsInfected and not (modData.RightForearm.IsInfected or modData.RightArm.IsInfected or modData.LeftArm.IsInfected or modData.LeftForearm.IsInfected or modData.RightHand.IsInfected or modData.OtherBody_IsInfected) then
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if bd:getInfectionLevel() < 20 and modData.LeftHand.IsInfected and not (modData.RightForearm.IsInfected or modData.RightArm.IsInfected or modData.LeftArm.IsInfected or modData.LeftForearm.IsInfected or modData.RightHand.IsInfected or modData.OtherBody_IsInfected) then
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player:Say("I healed !");
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player:Say("I'm gonna be fine!");
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bd:getBodyPart(BodyPartType.Hand_L):SetBitten(false);
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bd:getBodyPart(BodyPartType.Hand_L):SetBitten(false);
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cureInfection(bd);
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cureInfection(bd);
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else
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else
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@@ -115,7 +117,7 @@ function CutArm(partName, surgeonFact, useBandage, bandageAlcool, usePainkiller,
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modData.LeftHand.IsInfected = false;
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modData.LeftHand.IsInfected = false;
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elseif bodyPart:getType() == BodyPartType.ForeArm_L then
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elseif bodyPart:getType() == BodyPartType.ForeArm_L then
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if bd:getInfectionLevel() < 20 and modData.LeftForearm.IsInfected and not (modData.RightForearm.IsInfected or modData.RightArm.IsInfected or modData.LeftArm.IsInfected or modData.RightHand.IsInfected or modData.OtherBody_IsInfected) then
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if bd:getInfectionLevel() < 20 and modData.LeftForearm.IsInfected and not (modData.RightForearm.IsInfected or modData.RightArm.IsInfected or modData.LeftArm.IsInfected or modData.RightHand.IsInfected or modData.OtherBody_IsInfected) then
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player:Say("I healed !");
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player:Say("I'm gonna be fine!");
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bd:getBodyPart(BodyPartType.Hand_L):SetBitten(false); bd:getBodyPart(BodyPartType.ForeArm_L):SetBitten(false);
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bd:getBodyPart(BodyPartType.Hand_L):SetBitten(false); bd:getBodyPart(BodyPartType.ForeArm_L):SetBitten(false);
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cureInfection(bd);
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cureInfection(bd);
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else
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else
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@@ -124,7 +126,7 @@ function CutArm(partName, surgeonFact, useBandage, bandageAlcool, usePainkiller,
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modData.LeftHand.IsInfected = false; modData.LeftForearm.IsInfected = false;
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modData.LeftHand.IsInfected = false; modData.LeftForearm.IsInfected = false;
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elseif bodyPart:getType() == BodyPartType.UpperArm_L then
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elseif bodyPart:getType() == BodyPartType.UpperArm_L then
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if bd:getInfectionLevel() < 20 and modData.LeftArm.IsInfected and not (modData.RightForearm.IsInfected or modData.RightArm.IsInfected or modData.RightHand.IsInfected or modData.OtherBody_IsInfected) then
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if bd:getInfectionLevel() < 20 and modData.LeftArm.IsInfected and not (modData.RightForearm.IsInfected or modData.RightArm.IsInfected or modData.RightHand.IsInfected or modData.OtherBody_IsInfected) then
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player:Say("I healed !");
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player:Say("I'm gonna be fine!");
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bd:getBodyPart(BodyPartType.Hand_L):SetBitten(false); bd:getBodyPart(BodyPartType.ForeArm_L):SetBitten(false); bd:getBodyPart(BodyPartType.UpperArm_L):SetBitten(false);
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bd:getBodyPart(BodyPartType.Hand_L):SetBitten(false); bd:getBodyPart(BodyPartType.ForeArm_L):SetBitten(false); bd:getBodyPart(BodyPartType.UpperArm_L):SetBitten(false);
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cureInfection(bd);
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cureInfection(bd);
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else
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else
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@@ -144,9 +146,7 @@ function OperateArm(partName, surgeonFact, useOven)
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local modData = player:getModData().TOC;
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local modData = player:getModData().TOC;
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if useOven then
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if useOven then
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local stats = character:getStats();
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local stats = player:getStats();
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bodyPart:AddDamage(100);
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bodyPart:setAdditionalPain(100);
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stats:setEndurance(0);
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stats:setEndurance(0);
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stats:setStress(100);
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stats:setStress(100);
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end
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end
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@@ -203,12 +203,12 @@ function OperateArm(partName, surgeonFact, useOven)
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end
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end
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end
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end
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FixDeepWound(player, partName, useOven)
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SetBodyPartsStatus(player, partName, useOven)
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player:transmitModData();
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player:transmitModData();
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end
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end
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function FixDeepWound(player, partName, useOven)
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function SetBodyPartsStatus(player, partName, useOven)
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local a_rightArm = {"RightArm", "RightForearm", "RightHand"}
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local a_rightArm = {"RightArm", "RightForearm", "RightHand"}
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local a_rightForearm = {"RightForearm", "RightHand"}
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local a_rightForearm = {"RightForearm", "RightHand"}
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@@ -244,6 +244,8 @@ function FixDeepWound(player, partName, useOven)
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tmpBodyPart:setDeepWounded(false); -- Basically like stictching
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tmpBodyPart:setDeepWounded(false); -- Basically like stictching
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tmpBodyPart:setDeepWoundTime(0);
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tmpBodyPart:setDeepWoundTime(0);
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if useOven then
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if useOven then
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tmpBodyPart:AddDamage(100)
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tmpBodyPart:setAdditionalPain(100);
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tmpBodyPart:setBleeding(false)
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tmpBodyPart:setBleeding(false)
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tmpBodyPart:setBleedingTime(0) -- no bleeding since it's been cauterized
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tmpBodyPart:setBleedingTime(0) -- no bleeding since it's been cauterized
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else
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else
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