Potential fix to bleeding issue
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@@ -127,8 +127,15 @@ function LocalPlayerController.TryRandomBleed(character, limbName)
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if chance > normCicTime then
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if chance > normCicTime then
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TOC_DEBUG.print("Triggered bleeding from non cicatrized wound")
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TOC_DEBUG.print("Triggered bleeding from non cicatrized wound")
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local adjacentBodyPartType = BodyPartType[StaticData.LIMBS_ADJACENT_IND_STR[limbName]]
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local adjacentBodyPartType = BodyPartType[StaticData.LIMBS_ADJACENT_IND_STR[limbName]]
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character:getBodyDamage():getBodyPart(adjacentBodyPartType):setBleeding(true)
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character:getBodyDamage():getBodyPart(adjacentBodyPartType):setBleedingTime(20)
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-- we need to check if the wound is already bleeding before doing anything else to prevent issues with bandages
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local bp = character:getBodyDamage():getBodyPart(adjacentBodyPartType)
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bp:setBleedingTime(20) -- TODO Should depend on cicatrization instead of a fixed time
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--character:getBodyDamage():getBodyPart(adjacentBodyPartType):setBleeding(true)
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end
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end
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end
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end
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