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

@@ -19,13 +19,13 @@ function ISBaseTimedAction:adjustMaxTime(maxTime)
local modData = getPlayer():getModData()
local limbParameters = JCIO.limbParameters
local limbsData = modData.JCIO.limbs
local limbParameters = TOC.limbParameters
local limbsData = modData.TOC.limbs
local modifiedMaxTime = originalMaxTime
local burnFactor = 1.3 -- TODO Move this crap
for _, partName in pairs(JCIO_Common.GetPartNames()) do
for _, partName in pairs(TOC_Common.GetPartNames()) do
if limbsData[partName].isCut then
@@ -79,8 +79,8 @@ function ISInventoryPane:onMouseDoubleClick(x, y)
if instanceof(item_to_check, "InventoryItem") then
og_ISInventoryPaneOnMouseDoubleClick(self, x, y)
elseif JCIO_Common.CheckIfItemIsAmputatedLimb(item_to_check.items[1]) or JCIO_Common.CheckIfItemIsInstalledProsthesis(item_to_check.items[1]) then
--print("JCIO: Can't double click this item")
elseif TOC_Common.CheckIfItemIsAmputatedLimb(item_to_check.items[1]) or TOC_Common.CheckIfItemIsInstalledProsthesis(item_to_check.items[1]) then
--print("TOC: Can't double click this item")
end
og_ISInventoryPaneOnMouseDoubleClick(self, x, y)
@@ -110,8 +110,8 @@ ISInventoryPaneContextMenu.onInspectClothing = function(playerObj, cloth
-- Inspect menu bypasses getActualItems, so we need to add that workaround here too
local clothing_full_type = clothing:getFullType()
if JCIO_Common.CheckIfItemIsAmputatedLimb(clothing) or JCIO_Common.CheckIfItemIsInstalledProsthesis(clothing) then
--print("JCIO: Can't inspect this!")
if TOC_Common.CheckIfItemIsAmputatedLimb(clothing) or TOC_Common.CheckIfItemIsInstalledProsthesis(clothing) then
--print("TOC: Can't inspect this!")
else
og_ISInventoryPaneContextMenuOnInspectClothing(playerObj, clothing)
@@ -126,8 +126,8 @@ function ISEquipWeaponAction:perform()
--TODO Block it before even performing
-- TODO in the inventory menu there is something broken, even though this works
og_ISEquipWeaponActionPerform(self)
local limbs_data = self.character:getModData().JCIO.limbs
local can_be_held = JCIO_Common.GetCanBeHeldTable(limbs_data)
local limbs_data = self.character:getModData().TOC.limbs
local can_be_held = TOC_Common.GetCanBeHeldTable(limbs_data)
if not self.item:isRequiresEquippedBothHands() then
@@ -173,7 +173,7 @@ function ISInventoryPaneContextMenu.unequipItem(item, player)
if item == nil then
return
end
if JCIO_Common.CheckIfItemIsAmputatedLimb(item) == false and JCIO_Common.CheckIfItemIsInstalledProsthesis(item) == false then
if TOC_Common.CheckIfItemIsAmputatedLimb(item) == false and TOC_Common.CheckIfItemIsInstalledProsthesis(item) == false then
og_ISInventoryPaneContextMenuUnequipItem(item, player)
end
end
@@ -181,7 +181,7 @@ end
local og_ISInventoryPaneContextMenuDropItem = ISInventoryPaneContextMenu.dropItem
function ISInventoryPaneContextMenu.dropItem(item, player)
if JCIO_Common.CheckIfItemIsAmputatedLimb(item) == false and JCIO_Common.CheckIfItemIsInstalledProsthesis(item) == false then
if TOC_Common.CheckIfItemIsAmputatedLimb(item) == false and TOC_Common.CheckIfItemIsInstalledProsthesis(item) == false then
og_ISInventoryPaneContextMenuDropItem(item, player)
end
@@ -193,10 +193,10 @@ function ISWearClothing:isValid()
local baseCheck = og_ISWearClothingIsValid(self)
local itemFullType = self.item:getFullType()
local limbsData = self.character:getModData().JCIO.limbs
local limbsData = self.character:getModData().TOC.limbs
local itemToCheck = "Surgery_%s_Tourniquet"
for _, side in pairs(JCIO.sideNames) do
for _, side in pairs(TOC.sideNames) do
local formattedItemName = string.format(itemToCheck, side)
@@ -224,15 +224,15 @@ function ISClothingExtraAction:isValid()
local location = newItem:getBodyLocation()
--print("JCIO: watch full type " .. itemFullType)
--print("JCIO: watch location " .. location)
--print("TOC: watch full type " .. itemFullType)
--print("TOC: watch location " .. location)
local itemToCheck = "Watch_"
local limbsData = self.character:getModData().JCIO.limbs
local limbsData = self.character:getModData().TOC.limbs
if string.find(itemFullType, itemToCheck) then
for _, side in pairs (JCIO.sideNames) do
for _, side in pairs (TOC.sideNames) do
if location == side .. "Wrist" then
if limbsData[side .. "_LowerArm"].isCut then