Added adjacent parts to put the damage
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@@ -29,10 +29,8 @@ function PlayerHandler.InitializePlayer(playerObj, isForced)
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CachedDataHandler.CalculateAmputatedLimbs(username)
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CachedDataHandler.CalculateHighestAmputatedLimbs(username)
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-- TODO Check if there are cut limbs and that needs cicatrization. If yes, then enable the loop
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if ModDataHandler.GetInstance(username):getIsAnyLimbCut() then
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CommonMethods.SafeStartEvent("EveryHours", PlayerHandler.UpdateCicatrization)
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end
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--Setup the CicatrizationUpdate event
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Events.OnAmputatedLimb.Add(PlayerHandler.ToggleCicatrizationUpdate)
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-- Since isForced is used to reset an existing player data, we're gonna clean their ISHealthPanel table too
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if isForced then
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@@ -120,6 +118,7 @@ function PlayerHandler.CheckDamage(character, damageType, damageAmount)
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if modDataHandler:getIsCut(limbName) then
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-- Generic injury, let's heal it since they already cut the limb off
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--FIXME conflicts with the other thing... Ah fuck wait I'm retarded
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if bodyPart:HasInjury() then
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PlayerHandler.HealArea(bodyPart)
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end
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@@ -171,10 +170,12 @@ function PlayerHandler.UpdateCicatrization()
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if not isCicatrized then
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needsUpdate = true
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local cicTime = modDataHandler:getCicatrizationTime(limbName)
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TOC_DEBUG.print("updating cicatrization for " .. tostring(limbName))
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if cicTime > 0 then
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cicTime = cicTime - 60 -- 1 per minute, each cicatrizationTime is divisible by 60
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modDataHandler:setCicatrizationTime(limbName, cicTime)
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TOC_DEBUG.print("new cicatrization time: " .. tostring(cicTime))
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if cicTime < 0 then
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modDataHandler:setIsCicatrized(limbName, true)
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end
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@@ -193,12 +194,10 @@ end
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---Starts safely the loop to update cicatrzation
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function PlayerHandler.ToggleCicatrizationUpdate()
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TOC_DEBUG.print("activating cicatrization loop (if it wasn't active before)")
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CommonMethods.SafeStartEvent("EveryHours", PlayerHandler.UpdateCicatrization)
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end
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Events.OnAmputatedLimb.Add(PlayerHandler.ToggleCicatrizationUpdate)
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------------------------------------------
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--* OVERRIDES *--
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