Let's switch back to the OG name

This commit is contained in:
Pao
2023-03-04 00:35:21 +01:00
parent f55fe877f7
commit cf0c93fb4b
89 changed files with 651 additions and 651 deletions

View File

@@ -1,5 +1,5 @@
------------------------------------------
------------- JUST CUT IT OUT ------------
-------------- THE ONLY CURE -------------
------------------------------------------
------------------------------------------
@@ -16,8 +16,8 @@ local function SetCompatibilityFancyHandwork()
local secondary = self.chr:getSecondaryHandItem()
local equip = true
local limbsData = getPlayer():getModData().JCIO.limbs
local canBeHeld = JCIO_Common.GetCanBeHeldTable(limbsData)
local limbsData = getPlayer():getModData().TOC.limbs
local canBeHeld = TOC_Common.GetCanBeHeldTable(limbsData)
-- If we already have the item equipped
@@ -35,7 +35,7 @@ local function SetCompatibilityFancyHandwork()
equip = false
end
if mod then
--print("JCIO: Fancy Handwork modifier")
--print("TOC: Fancy Handwork modifier")
-- If we still have something equipped in secondary, unequip
if secondary and equip and canBeHeld["Left"] then
ISTimedActionQueue.add(ISUnequipAction:new(self.chr, secondary, 20))
@@ -70,8 +70,8 @@ local function SetCompatibilityFancyHandwork()
function FHSwapHandsAction:isValid()
local limbsData = getPlayer():getModData().JCIO.limbs
local canBeHeld = JCIO_Common.GetCanBeHeldTable(limbsData)
local limbsData = getPlayer():getModData().TOC.limbs
local canBeHeld = TOC_Common.GetCanBeHeldTable(limbsData)
return (canBeHeld["Right"] and canBeHeld["Left"]) and(((self.character:getPrimaryHandItem() or self.character:getSecondaryHandItem()) ~= nil))
end
@@ -89,8 +89,8 @@ local function SetCompatibilityFancyHandWorkAndSwapIt()
local secondary = self.chr:getSecondaryHandItem()
local equip = true
local limbsData = getPlayer():getModData().JCIO.limbs
local canBeHeld = JCIO_Common.GetCanBeHeldTable(limbsData)
local limbsData = getPlayer():getModData().TOC.limbs
local canBeHeld = TOC_Common.GetCanBeHeldTable(limbsData)
-- If we already have the item equipped
if (primary and primary == item) or (secondary and secondary == item) then
@@ -107,7 +107,7 @@ local function SetCompatibilityFancyHandWorkAndSwapIt()
equip = false
end
if mod then
--print("JCIO: Fancy Handwork modifier")
--print("TOC: Fancy Handwork modifier")
-- If we still have something equipped in secondary, unequip
if secondary and equip and canBeHeld["Left"] then
ISTimedActionQueue.add(ISUnequipAction:new(self.chr, secondary, 20))
@@ -157,22 +157,22 @@ end
local function CheckModCompatibility()
local activatedMods = getActivatedMods()
print("JCIO: Checking mods")
print("TOC: Checking mods")
if activatedMods:contains("FancyHandwork") then
if activatedMods:contains("SwapIt") then
require "SwapIt Main"
print("JCIO: Overriding FancyHandwork and SwapIt methods")
print("TOC: Overriding FancyHandwork and SwapIt methods")
SetCompatibilityFancyHandWorkAndSwapIt()
else
print("JCIO: Overriding FancyHandwork methods")
print("TOC: Overriding FancyHandwork methods")
require "TimedActions/FHSwapHandsAction"
SetCompatibilityFancyHandwork()
end
end
end
print("JCIO: Starting CheckModCompatibility")
print("TOC: Starting CheckModCompatibility")
Events.OnGameStart.Add(CheckModCompatibility)