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