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

@@ -1,18 +1,18 @@
------------------------------------------
------------- JUST CUT IT OUT ------------
-------------- THE ONLY CURE -------------
------------------------------------------
------------- UPDATE EVENTS --------------
require "JCIO_Init"
require "TOC_Init"
local function CheckIfPlayerIsInfected(player, limbsData)
local bodyDamage = player:getBodyDamage()
-- Check for amputable limbs
for _, v in ipairs(JCIO_Common.GetAcceptableBodyPartTypes()) do
local partName = JCIO_Common.GetPartNameFromBodyPartType(v)
for _, v in ipairs(TOC_Common.GetAcceptableBodyPartTypes()) do
local partName = TOC_Common.GetPartNameFromBodyPartType(v)
local partData = limbsData[partName]
local bodyPart = bodyDamage:getBodyPart(v)
@@ -27,25 +27,25 @@ local function CheckIfPlayerIsInfected(player, limbsData)
end
-- Check for everything else
for _, v in pairs(JCIO_Common.GetOtherBodyPartTypes()) do
for _, v in pairs(TOC_Common.GetOtherBodyPartTypes()) do
if bodyDamage:getBodyPart(v):bitten() then
limbsData.isOtherBodypartInfected = true -- Even one is enough, stop cycling if we find it
break
end
end
end
local function ManagePhantomPain(player, jcioModData)
local function ManagePhantomPain(player, TOCModData)
local limbsData = jcioModData.limbs
local limbParameters = JCIO.limbParameters
local limbsData = TOCModData.limbs
local limbParameters = TOC.limbParameters
local body_damage = player:getBodyDamage()
for _, partName in pairs(JCIO_Common.GetPartNames()) do
for _, partName in pairs(TOC_Common.GetPartNames()) do
if limbsData[partName].isCut and limbsData[partName].isAmputationShown and ZombRand(1, 100) < 10 then
local body_part = body_damage:getBodyPart(JCIO_Common.GetBodyPartFromPartName(partName))
local body_part = body_damage:getBodyPart(TOC_Common.GetBodyPartFromPartName(partName))
local added_pain
if limbsData[partName].isCauterized then added_pain = 60 else added_pain = 30 end
body_part:setAdditionalPain(ZombRand(1, added_pain))
@@ -67,9 +67,9 @@ local function SetHealthStatusForBodyPart(partData, partName, player)
local bodyDamage = player:getBodyDamage()
local bodyPart = bodyDamage:getBodyPart(JCIO_Common.GetBodyPartFromPartName(partName))
local bodyPart = bodyDamage:getBodyPart(TOC_Common.GetBodyPartFromPartName(partName))
if not bodyPart then
print("JCIO ERROR: Can't update health of " .. partName)
print("TOC ERROR: Can't update health of " .. partName)
return false
end
@@ -93,7 +93,7 @@ local function SetHealthStatusForBodyPart(partData, partName, player)
if partData[partName].isCut then
--print("JCIO: Check update for " .. part_name)
--print("TOC: Check update for " .. part_name)
-- if the player gets attacked and damaged in a cut area we have to reset it here since it doesn't make any sense
-- this is using map 1:1, so it doesn't affect the wound caused by the amputation
@@ -128,11 +128,11 @@ local function SetHealthStatusForBodyPart(partData, partName, player)
if partData[partName].cicatrizationTime < 0 then
partData[partName].isCicatrized = true
local playerInv = player:getInventory()
local amputatedClothingItemName = JCIO_Common.FindAmputationOrProsthesisName(partName, player, "Amputation")
local amputatedClothingItemName = TOC_Common.FindAmputationOrProsthesisName(partName, player, "Amputation")
local amputatedClothingItem = playerInv:FindAndReturn(amputatedClothingItemName)
player:removeWornItem(amputatedClothingItem)
JCIO_Visuals.SetTextureForAmputation(amputatedClothingItem, player, true)
TOC_Visuals.SetTextureForAmputation(amputatedClothingItem, player, true)
player:setWornItem(amputatedClothingItem:getBodyLocation(), amputatedClothingItem)
if (not player:HasTrait("Brave")) and ZombRand(1, 11) > 5 then
@@ -152,7 +152,7 @@ local function UpdatePlayerHealth(player, partData)
if player:HasTrait("Insensitive") then bodyDamage:setPainReduction(49) end
for _, partName in pairs(JCIO_Common.GetPartNames()) do
for _, partName in pairs(TOC_Common.GetPartNames()) do
if partData[partName].isCut then
SetHealthStatusForBodyPart(partData, partName, player)
@@ -163,23 +163,23 @@ end
-------------------------------------------
-- MAIN UPDATE FUNCTIONS
JCIO.UpdateOnTick = function()
TOC.UpdateOnTick = function()
local player = getPlayer()
if player == nil then
return
end
local jcioModData = player:getModData().JCIO
local TOCModData = player:getModData().TOC
if jcioModData ~= nil then
CheckIfPlayerIsInfected(player, jcioModData.limbs)
UpdatePlayerHealth(player, jcioModData.limbs)
if TOCModData ~= nil then
CheckIfPlayerIsInfected(player, TOCModData.limbs)
UpdatePlayerHealth(player, TOCModData.limbs)
end
end
JCIO.UpdateEveryTenMinutes = function()
TOC.UpdateEveryTenMinutes = function()
local player = getPlayer()
@@ -187,10 +187,10 @@ JCIO.UpdateEveryTenMinutes = function()
return
end
local partData = player:getModData().JCIO.limbs
local partData = player:getModData().TOC.limbs
--Experience for prosthesis user
for _, side in pairs(JCIO.sideNames) do
for _, side in pairs(TOC.sideNames) do
if partData[side .. "_Hand"].isProsthesisEquipped or partData[side .. "_LowerArm"].isProsthesisEquipped then
player:getXp():AddXP(Perks[side .. "_Hand"], 4)
end
@@ -198,20 +198,20 @@ JCIO.UpdateEveryTenMinutes = function()
end
-- Updates the cicatrization time
for _, partName in pairs(JCIO_Common.GetPartNames()) do
for _, partName in pairs(TOC_Common.GetPartNames()) do
if partData[partName].isCut and not partData[partName].isCicatrized then
--Wound cleanliness contributes to cicatrization
-- TODO we reset this stuff every time we restart the game for compat reason, this is an issue
local amputatedLimbItem = JCIO_Common.GetAmputationItemInInventory(player, partName)
local amputatedLimbItem = TOC_Common.GetAmputationItemInInventory(player, partName)
local itemDirtyness = amputatedLimbItem:getDirtyness()/100
local itemBloodyness = amputatedLimbItem:getBloodLevel()/100
local modifier = SandboxVars.JCIO.CicatrizationSpeedMultiplier - itemBloodyness - itemDirtyness
local modifier = SandboxVars.TOC.CicatrizationSpeedMultiplier - itemBloodyness - itemDirtyness
--print("JCIO: Type " .. amputated_limb_item:getFullType())
--print("JCIO: Dirtyness " .. item_dirtyness)
--print("JCIO: Bloodyness " .. item_bloodyness)
--print("TOC: Type " .. amputated_limb_item:getFullType())
--print("TOC: Dirtyness " .. item_dirtyness)
--print("TOC: Bloodyness " .. item_bloodyness)
partData[partName].cicatrizationTime = partData[partName].cicatrizationTime - modifier
@@ -221,7 +221,7 @@ JCIO.UpdateEveryTenMinutes = function()
end
end
JCIO.UpdateEveryOneMinute = function()
TOC.UpdateEveryOneMinute = function()
local player = getPlayer()
-- To prevent errors during loading
@@ -229,20 +229,20 @@ JCIO.UpdateEveryOneMinute = function()
return
end
local jcioModData = player:getModData().JCIO
local TOCModData = player:getModData().TOC
if jcioModData ~= nil then
ManagePhantomPain(player, jcioModData)
if TOCModData ~= nil then
ManagePhantomPain(player, TOCModData)
end
-- Updates JCIO data in a global way, basically player:transmitModData but it works
-- Updates TOC data in a global way, basically player:transmitModData but it works
-- Sends only Limbs since the other stuff is mostly static
if jcioModData ~= nil then
if TOCModData ~= nil then
-- FIXME Send little packets instead of the whole thing?
-- TODO we shouldn't run this if we're in SP I guess?
sendClientCommand(player, 'JCIO', 'ChangePlayerState', { jcioModData.limbs } )
sendClientCommand(player, 'TOC', 'ChangePlayerState', { TOCModData.limbs } )
end