Fixed overriden functions

This commit is contained in:
Pao
2023-01-17 23:58:46 +01:00
parent 8656bd5696
commit e8944d93c8
3 changed files with 39 additions and 101 deletions

View File

@@ -104,16 +104,29 @@ end
function CheckIfItemIsProsthesis(item)
local item_full_type = item:getFullType()
local prosthesis_list = GetProsthesisList()
--return (item_full_type == "TOC.WoodenHook" or item_full_type == "TOC.MetalHook" or item_full_type == "TOC.MetalHand")
local check = prosthesis_list[item_full_type]
return check
for _, v in pairs(prosthesis_list) do
if v == item_full_type then
return true
end
end
return false
end
function CheckIfItemIsInstalledProsthesis(item)
local item_full_type = item:getFullType()
local installable_prosthesis_list = GetInstallableProsthesisList()
local check = installable_prosthesis_list[item_full_type]
return check
print("Checking for " .. item_full_type)
for _, v in pairs(installable_prosthesis_list)do
print(v)
if (v == item_full_type) then
return true
end
end
return false
end

View File

@@ -1,7 +1,7 @@
require "TimedActions/ISBaseTimedAction"
require "TimedActions/ISEquipWeaponAction"
require "TimedActions/ISUnequipAction"
require "TimedActions/ISDropItemAction"
require "ISUI/ISInventoryPaneContextMenu"
local og_ISEquipTimedActionAdjustMaxTime = ISBaseTimedAction.adjustMaxTime
@@ -101,102 +101,32 @@ function ISEquipWeaponAction:perform()
end
-- local og_ISUnequipActionPerform = ISUnequipAction.perform
-- function ISUnequipAction:perform()
-- -- -- check if the "clothing" is actually an amputation or an equipped prosthesis
-- local og_ISInventoryPaneContextMenuDoWearClothingMenu = ISInventoryPaneContextMenu.doWearClothingMenu
-- function ISInventoryPaneContextMenu.doWearClothingMenu(player, clothing, items, context)
-- og_ISInventoryPaneContextMenuDoWearClothingMenu(self, player, clothing, items, context)
-- -- TODO Find a way to disable the green advancement UI thing
-- if CheckIfItemIsAmputatedLimb(self.item) == false and CheckIfItemIsInstalledProsthesis(self.item) == false then
-- og_ISUnequipActionPerform(self)
-- end
-- end
-- TODO override equip action
local og_ISUnequipActionPerform = ISUnequipAction.perform
function ISUnequipAction:perform()
-- -- check if the "clothing" is actually an amputation
-- -- for _, v in ipairs(GetBodyParts()) do
-- -- local amputation = TocFindAmputatedClothingFromPartName(v)
-- -- if amputation then
-- -- end
-- -- end
if CheckIfItemIsAmputatedLimb(self.item) == false and CheckIfItemIsInstalledProsthesis(self.item) == false then
og_ISUnequipActionPerform(self)
local og_ISInventoryPaneContextMenuUnequipItem = ISInventoryPaneContextMenu.unequipItem
function ISInventoryPaneContextMenu.unequipItem(item, player)
if CheckIfItemIsAmputatedLimb(item) == false and CheckIfItemIsInstalledProsthesis(item) == false then
og_ISInventoryPaneContextMenuUnequipItem(item, player)
end
end
-- if not CheckIfItemIsAmputatedLimb(self.item) then
-- og_ISUnequipActionPerform(self)
-- end
local og_ISInventoryPaneContextMenuDropItem = ISInventoryPaneContextMenu.dropItem
-- if CheckIfItemIsInstalledProsthesis(self.item) then
-- og_ISUnequipActionPerform(self)
-- end
function ISInventoryPaneContextMenu.dropItem(item, player)
if CheckIfItemIsAmputatedLimb(item) == false and CheckIfItemIsInstalledProsthesis(item) == false then
og_ISInventoryPaneContextMenuDropItem(item, player)
end
end
local og_ISDropItemActionPerform = ISDropItemAction.perform
function ISDropItemAction:perform()
if not CheckIfItemIsAmputatedLimb(self.item)then
og_ISDropItemActionPerform(self)
end
end
-- TODO Add "Clean Wound" to make the cicatrization faster
-- local og_ISInventoryPaneContextMenuCreateMenu = ISInventoryPaneContextMenu.createMenu
-- function ISInventoryPaneContextMenu.createMenu(player, isInPlayerInventory, items, x, y, origin)
-- og_ISInventoryPaneContextMenuCreateMenu(player, isInPlayerInventory, items, x, y, origin)
-- local items_to_delete = GetAmputatedLimbFullTypes()
-- local item_try_again
-- local test_item = nil
-- local item_to_test = nil
-- --local seccontext = ISContextMenu.get(player, x, y);
-- for index, v in ipairs(items) do
-- test_item = v
-- if not instanceof(v, "InventoryItem") then
-- item_to_test = v.items[1]
-- for _, item_to_delete in ipairs(items_to_delete) do
-- local item_type = item_to_test:getFullType()
-- print("ITEM IN INV " ..item_type)
-- print("CHECKING STRING " .. item_to_delete)
-- if item_type == item_to_delete then
-- --seccontext:removeOptionByName(getText("ContextMenu_Unequip")) -- IT IS ALREADY DEFINED!!!
-- end
-- end
-- end
-- end
-- end

View File

@@ -11,7 +11,7 @@ end
function GetInstallableProsthesisList()
-- To make it future proff since i'm gonna add stuff, let's cycle through already known prosthesis
-- To make it future proof since i'm gonna add stuff, let's cycle through already known prosthesis
local prosthesis_list = GetProsthesisList()
local sides = {"right", "left"}
@@ -22,15 +22,10 @@ function GetInstallableProsthesisList()
for _, prost in pairs(prosthesis_list) do
for _, body_part in pairs(body_parts) do
local installable_prost = prost .. "_" .. side .. "_no" .. body_part
print(installable_prost)
table.insert(installed_prosthesis_list, installable_prost)
end
end
end
return installed_prosthesis_list