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@@ -80,8 +80,8 @@ end
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function ISCutLimb:perform()
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local surgeon_factor, bandage_table, painkiller_table = self:findArgs()
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if self.patient ~= self.surgoen and isClient() then
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SendCutLimb()
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if self.patient ~= self.surgeon and isClient() then
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SendCutLimb(self.patient, self.part_name, surgeon_factor, bandage_table, painkiller_table)
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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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@@ -101,8 +101,8 @@ function ISCutLimb:new(patient, surgeon, part_name)
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local o = {}
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setmetatable(o, self)
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self.__index = self
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o.partName = part_name
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o.bodyPart = TheOnlyCure.GetBodyPartTypeFromBodyPart(part_name)
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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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0
media/lua/client/TimedActions/ISOperateLimb.lua
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0
media/lua/client/TimedActions/ISOperateLimb.lua
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@@ -1,96 +0,0 @@
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require "TimedActions/ISBaseTimedAction"
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IsCutArm = ISBaseTimedAction:derive("IsCutArm");
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function IsCutArm:isValid()
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return self.patientX == self.patient:getX() and self.patientY == self.patient:getY();
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end
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function IsCutArm:waitToStart()
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if self.patient == self.surgeon then
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return false
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end
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self.surgeon:faceThisObject(self.patient)
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return self.surgeon:shouldBeTurning()
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end
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function IsCutArm:update()
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if self.patient ~= self.surgeon then
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self.surgeon:faceThisObject(self.patient)
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end
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end
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function IsCutArm:start()
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if self.patient == self.surgeon then
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self:setActionAnim("WearClothing");
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self:setAnimVariable("WearClothingLocation", "Jacket")
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else
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self:setActionAnim("Loot")
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self.patient:SetVariable("LootPosition", "Mid")
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end
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end
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function IsCutArm:findArgs()
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local useBandage, bandageAlcool, usePainkiller, painkillerCount
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local surgeonFact = self.surgeon:getPerkLevel(Perks.Doctor);
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if self.surgeon:getDescriptor():getProfession() == "surgeon" then surgeonFact = surgeonFact + 15 end
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if self.surgeon:getDescriptor():getProfession() == "doctor" then surgeonFact = surgeonFact + 9 end
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if self.surgeon:getDescriptor():getProfession() == "nurse" then surgeonFact = surgeonFact + 4 end
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local bandage = self.surgeon:getInventory():FindAndReturn('Bandage');
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local albandage = self.surgeon:getInventory():FindAndReturn('AlcoholBandage');
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if albandage then
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useBandage = true;
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bandageAlcool = true;
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self.patient:getInventory():Remove(albandage);
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surgeonFact = surgeonFact + 4
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elseif bandage then
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useBandage = true;
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self.patient:getInventory():Remove(bandage);
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surgeonFact = surgeonFact + 2
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end
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local painkiller = self.surgeon:getInventory():FindAndReturn('Pills');
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if painkiller then
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usePainkiller = true;
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painkillerCount = painkiller:getRemainingUses();
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end
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return surgeonFact, useBandage, bandageAlcool, usePainkiller, painkillerCount;
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end
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function IsCutArm:perform()
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local surgeonFact, useBandage, bandageAlcool, usePainkiller, painkillerCount = self:findArgs();
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if self.patient ~= self.surgeon and isClient() then
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SendCutArm(self.patient, self.partName, surgeonFact, useBandage, bandageAlcool, usePainkiller, painkillerCount);
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else
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CutArm(self.partName, surgeonFact, useBandage, bandageAlcool, usePainkiller, painkillerCount);
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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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function IsCutArm:new(patient, surgeon, partName)
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local o = {}
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setmetatable(o, self)
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self.__index = self
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o.partName = partName;
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o.bodyPart = TOC_getBodyPart(partName);
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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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o.patient = patient; -- Player to cut
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o.patientX = patient:getX();
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o.patientY = patient:getY();
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o.maxTime = 1000 - (surgeon:getPerkLevel(Perks.Doctor) * 50);
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o.stopOnWalk = true;
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o.stopOnRun = true;
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o.ignoreHandsWounds = false;
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o.fromHotbar = true;
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if o.patient:isTimedActionInstant() then o.maxTime = 1; end
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return o;
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end
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96
media/lua/client/TimedActions/NewOnCut_old.lua
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96
media/lua/client/TimedActions/NewOnCut_old.lua
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@@ -0,0 +1,96 @@
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-- require "TimedActions/ISBaseTimedAction"
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-- IsCutArm = ISBaseTimedAction:derive("IsCutArm");
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-- function IsCutArm:isValid()
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-- return self.patientX == self.patient:getX() and self.patientY == self.patient:getY();
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-- end
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-- function IsCutArm:waitToStart()
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-- if self.patient == self.surgeon then
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-- return false
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-- end
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-- self.surgeon:faceThisObject(self.patient)
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-- return self.surgeon:shouldBeTurning()
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-- end
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-- function IsCutArm:update()
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-- if self.patient ~= self.surgeon then
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-- self.surgeon:faceThisObject(self.patient)
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-- end
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-- end
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-- function IsCutArm:start()
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-- if self.patient == self.surgeon then
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-- self:setActionAnim("WearClothing");
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-- self:setAnimVariable("WearClothingLocation", "Jacket")
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-- else
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-- self:setActionAnim("Loot")
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-- self.patient:SetVariable("LootPosition", "Mid")
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-- end
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-- end
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-- function IsCutArm:findArgs()
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-- local useBandage, bandageAlcool, usePainkiller, painkillerCount
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-- local surgeonFact = self.surgeon:getPerkLevel(Perks.Doctor);
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-- if self.surgeon:getDescriptor():getProfession() == "surgeon" then surgeonFact = surgeonFact + 15 end
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-- if self.surgeon:getDescriptor():getProfession() == "doctor" then surgeonFact = surgeonFact + 9 end
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-- if self.surgeon:getDescriptor():getProfession() == "nurse" then surgeonFact = surgeonFact + 4 end
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-- local bandage = self.surgeon:getInventory():FindAndReturn('Bandage');
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-- local albandage = self.surgeon:getInventory():FindAndReturn('AlcoholBandage');
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-- if albandage then
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-- useBandage = true;
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-- bandageAlcool = true;
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-- self.patient:getInventory():Remove(albandage);
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-- surgeonFact = surgeonFact + 4
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-- elseif bandage then
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-- useBandage = true;
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-- self.patient:getInventory():Remove(bandage);
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-- surgeonFact = surgeonFact + 2
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-- end
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-- local painkiller = self.surgeon:getInventory():FindAndReturn('Pills');
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-- if painkiller then
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-- usePainkiller = true;
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-- painkillerCount = painkiller:getRemainingUses();
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-- end
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-- return surgeonFact, useBandage, bandageAlcool, usePainkiller, painkillerCount;
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-- end
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-- function IsCutArm:perform()
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-- local surgeonFact, useBandage, bandageAlcool, usePainkiller, painkillerCount = self:findArgs();
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-- if self.patient ~= self.surgeon and isClient() then
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-- SendCutArm(self.patient, self.partName, surgeonFact, useBandage, bandageAlcool, usePainkiller, painkillerCount);
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-- else
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-- CutArm(self.partName, surgeonFact, useBandage, bandageAlcool, usePainkiller, painkillerCount);
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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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-- function IsCutArm:new(patient, surgeon, partName)
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-- local o = {}
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-- setmetatable(o, self)
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-- self.__index = self
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-- o.partName = partName;
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-- o.bodyPart = TOC_getBodyPart(partName);
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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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-- o.patient = patient; -- Player to cut
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-- o.patientX = patient:getX();
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-- o.patientY = patient:getY();
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-- o.maxTime = 1000 - (surgeon:getPerkLevel(Perks.Doctor) * 50);
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-- o.stopOnWalk = true;
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-- o.stopOnRun = true;
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-- o.ignoreHandsWounds = false;
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-- o.fromHotbar = true;
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-- if o.patient:isTimedActionInstant() then o.maxTime = 1; end
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-- return o;
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-- end
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