Various stuff
- Changed how we apply damage to limbs after cutting one - Added some new textures for hooks - Fixed UVs - Some corrections like bandages not applying after cutting a limb
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@@ -12,12 +12,7 @@ local function CheckIfPlayerIsInfected(player, toc_data)
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if body_part:bitten() and part_data ~= nil then
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if part_data.is_cut == false then
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part_data.is_infected = true
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else
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-- if the player gets bit to a cut area we have to reset it here since it doesn't make any sense
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body_part:SetBitten(false)
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body_part:setBiteTime(0)
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part_data.is_infected = false
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end
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end
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@@ -38,11 +33,14 @@ end
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--Helper function for UpdatePlayerHealth
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local function SetHealthStatusForBodyPart(part_data, part_name, player)
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-- TODO this can be moved away from updates
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-- In case the player gets bit in a cut area, we have to heal him...
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local body_damage = player:getBodyDamage()
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local body_part_type = body_damage:getBodyPart(TocGetBodyPartTypeFromPartName(part_name))
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if not body_part_type then
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local body_part = body_damage:getBodyPart(TocGetBodyPartFromPartName(part_name))
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if not body_part then
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print("TOC ERROR : Can't update health of " .. part_name);
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return false
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end
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@@ -53,18 +51,18 @@ local function SetHealthStatusForBodyPart(part_data, part_name, player)
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local bandage_type = ""
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-- TODO Bandages should have some disadvantage when not operated... Like getting drenched or something
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if body_part_type:bandaged() then
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if body_part:bandaged() then
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is_bandaged = true -- this is useless
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bandage_life = body_part_type:getBandageLife()
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bandage_type = body_part_type:getBandageType()
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bandage_life = body_part:getBandageLife()
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bandage_type = body_part:getBandageType()
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end
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-- Set max health for body part
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if part_data[part_name].is_cicatrized and body_part_type:getHealth() > 80 then
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body_part_type:SetHealth(80)
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elseif body_part_type:getHealth() > 40 then
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body_part_type:SetHealth(40)
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if part_data[part_name].is_cicatrized and body_part:getHealth() > 80 then
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body_part:SetHealth(80)
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elseif body_part:getHealth() > 40 then
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body_part:SetHealth(40)
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end
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-- Cicatrization check
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@@ -83,10 +81,16 @@ local function SetHealthStatusForBodyPart(part_data, part_name, player)
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player:getTraits():add("Insensitive")
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end
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body_part_type:setBleeding(false);
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body_part_type:setDeepWounded(false)
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body_part_type:setBleedingTime(0)
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body_part_type:setDeepWoundTime(0)
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-- if the player gets attacked and damaged in a cut area we have to reset it here since it doesn't make any sense
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body_part:setBleeding(false);
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body_part:setDeepWounded(false)
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body_part:setBleedingTime(0)
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body_part:setDeepWoundTime(0)
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body_part:SetBitten(false)
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body_part:setBiteTime(0)
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part_data.is_infected = false
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end
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end
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@@ -94,7 +98,7 @@ local function SetHealthStatusForBodyPart(part_data, part_name, player)
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if part_data[part_name].is_amputation_shown and ZombRand(1, 100) < 10 then
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local added_pain
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if part_data[part_name].is_cauterized then added_pain = 60 else added_pain = 30 end
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body_part_type:setAdditionalPain(ZombRand(1, added_pain))
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body_part:setAdditionalPain(ZombRand(1, added_pain))
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end
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-- Reapplies bandages after the whole ordeal
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