Cleaning, bandages handling
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@@ -56,6 +56,16 @@ function AmputationHandler.ApplyDamageDuringAmputation(player, limbName)
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bodyDamagePart:setBleedingTime(ZombRand(10, 20))
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end
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function AmputationHandler.HandleBandages(prevAction, limbName, surgeonPl, patientPl, bandageItem)
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-- TODO Will it work? Can we get bodyDamage for another player from here?
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local bptEnum = StaticData.BODYLOCS_IND_BPT[limbName]
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local bd = patientPl:getBodyDamage()
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local bodyPart = bd:getBodyPart(bptEnum)
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local bandageAction = ISApplyBandage:new(surgeonPl, patientPl, bandageItem, bodyPart, true)
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ISTimedActionQueue.addAfter(prevAction, bandageAction)
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end
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--* Main methods *--
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@@ -73,6 +83,7 @@ end
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---Set the damage to the amputated area
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---@param surgeonFactor number
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function AmputationHandler:damageAfterAmputation(surgeonFactor)
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-- TODO Torniquet should reduce the damage in total, less blood loss
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local patientStats = self.patientPl:getStats()
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local bd = self.patientPl:getBodyDamage()
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local bodyPart = bd:getBodyPart(self.bodyPartType)
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@@ -95,9 +106,6 @@ function AmputationHandler:execute(damagePlayer)
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-- TODO Calculate surgeonStats
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-- TODO Cap it to a certain amount, it shouldn't be more than ...?
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local surgeonFactor = 1
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if damagePlayer then
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self:damageAfterAmputation(surgeonFactor)
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end
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-- Set the data in modData
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local modDataHandler = ModDataHandler.GetInstance()
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@@ -112,6 +120,11 @@ function AmputationHandler:execute(damagePlayer)
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local username = self.patientPl:getUsername()
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CachedDataHandler.AddAmputatedLimb(username, self.limbName)
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CachedDataHandler.CalculateHighestAmputatedLimbs(username)
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-- The last part is to handle the damage that the player will receive after the amputation
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if not damagePlayer then return end
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self:damageAfterAmputation(surgeonFactor)
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end
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---Deletes the instance
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