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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@@ -69,6 +69,7 @@ function ISCutLimb:findArgs()
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local bandage = self.surgeon:getInventory():FindAndReturn('Bandage')
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local sterilized_bandage = self.surgeon:getInventory():FindAndReturn('AlcoholBandage')
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--local ripped_sheets = self.surgeon:getInventory():FindAndReturn("...")
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if sterilized_bandage then
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bandage_table.bandage_type = sterilized_bandage:getType()
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@@ -79,6 +80,7 @@ function ISCutLimb:findArgs()
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elseif bandage then
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bandage_table.bandage_type = bandage:getType()
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bandage_table.is_bandage_sterilized = false
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bandage_table.use_bandage = true
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self.surgeon:getInventory():Remove(bandage)
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surgeon_factor = surgeon_factor + 2
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else
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@@ -107,16 +109,9 @@ function ISCutLimb:perform()
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TheOnlyCure.CutLimb(self.part_name, surgeon_factor, bandage_table, painkiller_table)
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end
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if self.patient ~= self.surgeon and isClient() then
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SendCutLimb(self.patient, self.part_name, surgeon_factor, bandage_table, painkiller_table)
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else
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TheOnlyCure.CutLimb(self.part_name, surgeon_factor, bandage_table, painkiller_table)
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end
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self.surgeon:getXp():AddXP(Perks.Doctor, 400);
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ISBaseTimedAction.perform(self);
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self.surgeon:getXp():AddXP(Perks.Doctor, 400)
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ISBaseTimedAction.perform(self)
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end
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@@ -41,7 +41,7 @@ function ISInstallProsthesis:perform()
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-- local toc_data = self.character:getModData().TOC
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--local part_name = TocGetPartNameFromBodyPartType(self.bodyPart:getType())
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local body_part_type = TocGetBodyPartTypeFromPartName(self.part_name)
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local body_part_type = TocGetBodyPartFromPartName(self.part_name)
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-- Check if can be performed. This shouldn't be necessary, but just to be sure
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if body_part_type == BodyPartType.UpperArm_L or body_part_type == BodyPartType.UpperArm_R then
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