Added bleeding, stuff, fixes, dunno
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@@ -18,20 +18,27 @@ This is the beta of my first mod, it means that the main features are there, but
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[h1]The Only Cure but better[\h1]
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[h1]The Only Cure but better[/h1]
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A working version for SP and MP.
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I'm not gonna bother "adding" stuff, for now.
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If Mr Bounty returns, I'm probably not gonna continue this.
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[b][u]DO NOT LOAD THIS WITH THE ONLY CURE BETA!!! CHOOSE ONE![/u][/b]
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[h1]FIXED[/h1]
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- The Only Cure UI not showing in MP
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- Operating with oven completely broken
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- Invisible prosthesis on female models (still WIP, forearms especially)
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[list]
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[*]The Only Cure UI in the Medical Check menu not working when checking other players
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[*]The Only Cure context menu on right click
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[*]Operating with oven completely broken
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[*]Invisible prosthesis on female models (still WIP, forearms especially)
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[*]More stuff
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[/list]
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[h1]ADDED[/h1]
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- Debug cheats (MP Compatible) to reset amputations
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- More stuff
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[list]
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[*]Debug cheats (MP Compatible) to reset amputations
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[/list]
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Workshop ID: 2915572347
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Mod ID: Amputation2
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@@ -2,7 +2,7 @@
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-- TODO rewrite this mess
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local function CutLocal(_, patient, surgeon, part_name)
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if IsSawInInventory(surgeon) ~= nil then
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if GetSawInInventory(surgeon) ~= nil then
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ISTimedActionQueue.add(ISCutLimb:new(patient, surgeon, part_name));
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else
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surgeon:Say("I don't have a saw on me")
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@@ -229,7 +229,7 @@ end
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TocContextMenus.DoCut = function(_, patient, surgeon, part_name)
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if IsSawInInventory(surgeon) then
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if GetSawInInventory(surgeon) then
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ISTimedActionQueue.add(ISCutLimb:new(patient, surgeon, part_name));
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else
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surgeon:Say("I don't have a saw on me")
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@@ -7,8 +7,10 @@ function GetKitInInventory(surgeon)
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end
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function IsSawInInventory(surgeon)
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local playerInv = surgeon:getInventory()
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local item = playerInv:getItemFromType('Saw') or playerInv:getItemFromType('GardenSaw') or playerInv:getItemFromType('Chainsaw')
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function GetSawInInventory(surgeon)
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local player_inv = surgeon:getInventory()
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local item = player_inv:getItemFromType("Saw") or player_inv:getItemFromType("GardenSaw") or player_inv:getItemFromType("Chainsaw")
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return item
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end
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@@ -22,14 +22,23 @@ function ISCutLimb:update()
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end
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function ISCutLimb:start()
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if self.patient == self.surgeon then
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self:setActionAnim("SawLog") -- TODO Change it to a better animation
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--self:setAnimVariable("WearClothingLocation", "Jacket")
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else
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self:setActionAnim("SawLog")
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-- TODO Point at patient
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--self.patient:SetVariable("LootPosition", "Mid")
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local saw_item = GetSawInInventory(self.surgeon)
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if saw_item then
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self:setOverrideHandModels(saw_item:getStaticModel(), nil)
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end
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local body_part_type = TheOnlyCure.GetBodyPartTypeFromBodyPart(self.part_name)
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local body_damage = self.patient:getBodyDamage()
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local body_damage_part = body_damage:getBodyPart(body_part_type)
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body_damage_part:setBleeding(true)
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body_damage_part:setBleedingTime(ZombRand(10,20))
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end
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@@ -92,9 +101,12 @@ function ISCutLimb:perform()
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else
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TheOnlyCure.CutLimb(self.part_name, surgeon_factor, bandage_table, painkiller_table)
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end
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self.surgeon:getXp():AddXP(Perks.Doctor, 400);
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ISBaseTimedAction.perform(self);
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end
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@@ -103,7 +115,6 @@ function ISCutLimb:new(patient, surgeon, part_name)
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setmetatable(o, self)
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self.__index = self
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o.part_name = part_name
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o.bodyPart = TheOnlyCure.GetBodyPartTypeFromBodyPart(part_name) -- TODO I don't think I need this
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o.character = surgeon -- For anim
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o.surgeon = surgeon; -- Surgeon or player that make the operation
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@@ -119,7 +119,7 @@ imports
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/************************ Prothese cloth ************************/
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/* TODO make these not clothing so we cant equip them but only install them via the menu or context menu
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/* TODO make these not clothing so we cant equip them but only install them via the menu or context menu*/
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item WoodenHook_right_noHand
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{
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Weight = 1,
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