Fixes
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@@ -75,7 +75,7 @@ function ItemsHandler.Player.DeleteOldAmputationItem(playerObj, limbName)
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-- If we manage to find and remove an item, then we should stop this function.
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---@cast othClothingItem InventoryItem
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if ItemsHandler.RemoveClothingItem(playerObj, othClothingItem) then return end
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if ItemsHandler.Player.RemoveClothingItem(playerObj, othClothingItem) then return end
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end
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end
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@@ -88,7 +88,7 @@ function ItemsHandler.Player.DeleteAllOldAmputationItems(playerObj)
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local clothItemName = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName
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local clothItem = playerObj:getInventory():FindAndReturn(clothItemName)
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---@cast clothItem InventoryItem
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ItemsHandler.RemoveClothingItem(playerObj, clothItem)
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ItemsHandler.Player.RemoveClothingItem(playerObj, clothItem)
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end
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end
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@@ -98,7 +98,7 @@ end
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function ItemsHandler.Player.SpawnAmputationItem(playerObj, limbName)
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TOC_DEBUG.print("clothing name " .. StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName)
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local clothingItem = playerObj:getInventory():AddItem(StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName)
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local texId = ItemsHandler.GetAmputationTexturesIndex(playerObj, false)
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local texId = ItemsHandler.Player.GetAmputationTexturesIndex(playerObj, false)
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---@cast clothingItem InventoryItem
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clothingItem:getVisual():setTextureChoice(texId) -- it counts from 0, so we have to subtract 1
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@@ -60,7 +60,6 @@ function ModDataHandler:setup(key)
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-- Initialize limbs
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for i=1, #StaticData.LIMBS_STR do
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local limbName = StaticData.LIMBS_STR[i]
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self.tocData.limbs[limbName] = {}
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@@ -68,8 +67,7 @@ function ModDataHandler:setup(key)
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end
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-- Initialize prostheses stuff
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for i=1, #StaticData.PROSTHESES_GROUPS do
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local group = StaticData.PROSTHESES_GROUPS[i]
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for group, _ in ipairs(StaticData.PROSTHESES_GROUPS) do
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self.tocData.prostheses[group] = {
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isEquipped = false,
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prostFactor = 0
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