Changed file names

This commit is contained in:
Pao
2023-03-04 00:36:58 +01:00
parent cf0c93fb4b
commit e1a018640b
27 changed files with 0 additions and 0 deletions

View File

@@ -0,0 +1,178 @@
------------------------------------------
-------------- THE ONLY CURE -------------
------------------------------------------
------------------------------------------
-- Compatibility for various mods
------------------------------------------
local function SetCompatibilityFancyHandwork()
local og_ISHotbar_equipItem = ISHotbar.equipItem
function ISHotbar:equipItem(item)
local mod = isFHModKeyDown()
local primary = self.chr:getPrimaryHandItem()
local secondary = self.chr:getSecondaryHandItem()
local equip = true
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
ISTimedActionQueue.add(ISUnequipAction:new(self.chr, item, 20))
equip = false
end
-- If we didn't just do something
if equip then
-- Handle holding big objects
if primary and isForceDropHeavyItem(primary) then
ISTimedActionQueue.add(ISUnequipAction:new(self.chr, primary, 50))
----- treat "equip" as if we have something equipped from here down
equip = false
end
if mod then
--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))
end
if canBeHeld["Left"] then
ISTimedActionQueue.add(ISEquipWeaponAction:new(self.chr, item, 20, false, item:isTwoHandWeapon()))
elseif canBeHeld["Right"] then
ISTimedActionQueue.add(ISEquipWeaponAction:new(self.chr, item, 20, true, item:isTwoHandWeapon()))
end
else
-- If we still have something equipped in primary, unequip
if primary and equip and canBeHeld["Right"] then
ISTimedActionQueue.add(ISUnequipAction:new(self.chr, primary, 20))
end
-- Equip Primary
if canBeHeld["Right"] then
ISTimedActionQueue.add(ISEquipWeaponAction:new(self.chr, item, 20, true, item:isTwoHandWeapon()))
elseif canBeHeld["Left"] then
ISTimedActionQueue.add(ISEquipWeaponAction:new(self.chr, item, 20, false, item:isTwoHandWeapon()))
end
end
end
self.chr:getInventory():setDrawDirty(true)
getPlayerData(self.chr:getPlayerNum()).playerInventory:refreshBackpacks()
end
local og_FHSwapHandsAction = FHSwapHandsAction.start
function FHSwapHandsAction:isValid()
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
end
local function SetCompatibilityFancyHandWorkAndSwapIt()
SetCompatibilityFancyHandwork()
-- Override equip Item once again with the necessary changes
function ISHotbar:equipItem(item)
local mod = isFHModKeyDown()
local primary = self.chr:getPrimaryHandItem()
local secondary = self.chr:getSecondaryHandItem()
local equip = true
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
ISTimedActionQueue.add(ISUnequipAction:new(self.chr, item, 20))
equip = false
end
-- If we didn't just do something
if equip then
-- Handle holding big objects
if primary and isForceDropHeavyItem(primary) then
ISTimedActionQueue.add(ISUnequipAction:new(self.chr, primary, 50))
----- treat "equip" as if we have something equipped from here down
equip = false
end
if mod then
--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))
end
if canBeHeld["Left"] then
ISTimedActionQueue.add(ISEquipWeaponAction:new(self.chr, item, 20, false, item:isTwoHandWeapon()))
elseif canBeHeld["Right"] then
ISTimedActionQueue.add(ISEquipWeaponAction:new(self.chr, item, 20, true, item:isTwoHandWeapon()))
end
else
-- If we still have something equipped in primary, unequip
if primary and equip and canBeHeld["Right"] then
ISTimedActionQueue.add(ISUnequipAction:new(self.chr, primary, 20))
end
-- Equip Primary
if canBeHeld["Right"] then
ISTimedActionQueue.add(ISEquipWeaponAction:new(self.chr, item, 20, true, item:isTwoHandWeapon()))
elseif canBeHeld["Left"] then
ISTimedActionQueue.add(ISEquipWeaponAction:new(self.chr, item, 20, false, item:isTwoHandWeapon()))
end
end
-- Swap It part
local i_slotinuse = item:getAttachedSlot()
local slot = self.availableSlot[i_slotinuse]
local slotIndexID = "swap_Hotbar"..i_slotinuse
if slot and SwapItConfig.config[slotIndexID] == true then
if primary and not self:isInHotbar(primary) and self:canBeAttached(slot, primary) then
self:removeItem(item, false)--false = don't run animation
self:attachItem(primary, slot.def.attachments[primary:getAttachmentType()], i_slotinuse, slot.def, true)
end
end
end
self.chr:getInventory():setDrawDirty(true)
getPlayerData(self.chr:getPlayerNum()).playerInventory:refreshBackpacks()
end
end
--------------------------------------------------------
local function CheckModCompatibility()
local activatedMods = getActivatedMods()
print("TOC: Checking mods")
if activatedMods:contains("FancyHandwork") then
if activatedMods:contains("SwapIt") then
require "SwapIt Main"
print("TOC: Overriding FancyHandwork and SwapIt methods")
SetCompatibilityFancyHandWorkAndSwapIt()
else
print("TOC: Overriding FancyHandwork methods")
require "TimedActions/FHSwapHandsAction"
SetCompatibilityFancyHandwork()
end
end
end
print("TOC: Starting CheckModCompatibility")
Events.OnGameStart.Add(CheckModCompatibility)