- Fixed bug that could cause bit status to amputated limbs
- Optimizations to various functions
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@@ -20,29 +20,23 @@ function TocCheckIfStillInfected(limbs_data)
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return check
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end
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function TocCureInfection(body_damage, limbs_data, part_name)
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function TocCureInfection(body_damage, part_name)
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local body_part_type = body_damage:getBodyPart(TocGetBodyPartTypeFromPartName(part_name))
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-- Check if we can heal the infection
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local is_other_bodypart_infected = getPlayer():getModData().TOC.Limbs.is_other_bodypart_infected
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body_damage:setInfected(false)
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body_part_type:SetInfected(false)
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body_damage:setInfectionMortalityDuration(-1)
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body_damage:setInfectionTime(-1)
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body_damage:setInfectionLevel(0)
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local body_part_types = body_damage:getBodyParts()
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if not is_other_bodypart_infected and not TheOnlyCure.CheckIfOtherLimbsAreInfected(limbs_data, part_name) then
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body_damage:setInfected(false)
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body_part_type:SetInfected(false)
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body_damage:setInfectionMortalityDuration(-1)
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body_damage:setInfectionTime(-1)
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body_damage:setInfectionLevel(0)
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local body_part_types = body_damage:getBodyParts()
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-- TODO I think this is enough... we should just cycle if with everything instead of that crap up there
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for i = body_part_types:size() - 1, 0, -1 do
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local bodyPart = body_part_types:get(i);
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bodyPart:SetInfected(false);
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end
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-- TODO I think this is enough... we should just cycle if with everything instead of that crap up there
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for i = body_part_types:size() - 1, 0, -1 do
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local bodyPart = body_part_types:get(i);
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bodyPart:SetInfected(false);
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end
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if body_part_type:scratched() then body_part_type:setScratched(false, false) end
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if body_part_type:haveGlass() then body_part_type:setHaveGlass(false) end
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if body_part_type:haveBullet() then body_part_type:setHaveBullet(false, 0) end
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@@ -50,11 +44,6 @@ function TocCureInfection(body_damage, limbs_data, part_name)
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if body_part_type:isBurnt() then body_part_type:setBurnTime(0) end
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if body_part_type:isCut() then body_part_type:setCut(false, false) end --Lacerations
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if body_part_type:getFractureTime() > 0 then body_part_type:setFractureTime(0) end
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end
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function TocDeleteOtherAmputatedLimbs(side)
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@@ -89,8 +78,6 @@ function TocGetSawInInventory(surgeon)
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return item
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end
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function TocDamagePlayerDuringAmputation(patient, part_name)
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local body_part_type = TocGetBodyPartTypeFromPartName(part_name)
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local body_damage = patient:getBodyDamage()
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@@ -103,21 +90,7 @@ function TocDamagePlayerDuringAmputation(patient, part_name)
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end
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-- OperateLimb
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function SetBodyPartsStatusAfterOperation(player, limbs_data, part_name, use_oven)
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--for _, v in ipairs(GetBodyParts()) do
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local body_part_type = player:getBodyDamage():getBodyPart(TocGetBodyPartTypeFromPartName(part_name))
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FixSingleBodyPartType(body_part_type, use_oven)
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for _, v in ipairs(limbs_data[part_name].depends_on) do
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local depended_body_part_type = player:getBodyDamage():getBodyPart(TocGetBodyPartTypeFromPartName(v))
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FixSingleBodyPartType(depended_body_part_type, use_oven)
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end
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end
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function FixSingleBodyPartType(body_part_type, use_oven)
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local function FixSingleBodyPartType(body_part_type, use_oven)
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body_part_type:setDeepWounded(false) --Basically like stitching
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body_part_type:setDeepWoundTime(0)
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if use_oven then
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@@ -133,6 +106,21 @@ function FixSingleBodyPartType(body_part_type, use_oven)
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end
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end
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function SetBodyPartsStatusAfterOperation(player, limbs_data, part_name, use_oven)
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--for _, v in ipairs(GetBodyParts()) do
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local body_part_type = player:getBodyDamage():getBodyPart(TocGetBodyPartTypeFromPartName(part_name))
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FixSingleBodyPartType(body_part_type, use_oven)
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for _, v in ipairs(limbs_data[part_name].depends_on) do
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local depended_body_part_type = player:getBodyDamage():getBodyPart(TocGetBodyPartTypeFromPartName(v))
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FixSingleBodyPartType(depended_body_part_type, use_oven)
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end
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end
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-- Unequip Prosthesis
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@@ -147,8 +135,6 @@ local function PartNameToBodyLocationProsthesis(name)
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if name == "Left_UpperArm" then return "ArmLeft_Prot" end
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end
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local function PartNameToBodyLocationAmputation(name)
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-- This is still correct but naming sucks
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if name == "Right_Hand" then return "ArmRight" end
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