More basic stuff for prosthesis
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11
media/clothing/clothingItems/Prost_Hook_R.xml
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11
media/clothing/clothingItems/Prost_Hook_R.xml
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@@ -0,0 +1,11 @@
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<?xml version='1.0' encoding='UTF-8'?>
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<clothingItem>
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<m_MaleModel>Prosthesis\hookArm_R_F</m_MaleModel>
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<m_FemaleModel>Prosthesis\hookArm_R_F</m_FemaleModel>
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<m_GUID>8ee7e1bc-2c21-428e-a15d-760d98df973d</m_GUID>
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<m_Static>false</m_Static>
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<m_AllowRandomTint>false</m_AllowRandomTint>
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<textureChoices>metal_base</textureChoices>
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<textureChoices>metal_base</textureChoices>
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</clothingItem>
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@@ -31,6 +31,9 @@
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<path>media/clothing/clothingItems/Prost_Hook_L.xml</path>
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<guid>05338f5e-e984-49c2-be79-81af9ae8e818</guid>
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</files>
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<files>
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<path>media/clothing/clothingItems/Prost_Hook_R.xml</path>
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<guid>8ee7e1bc-2c21-428e-a15d-760d98df973d</guid>
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</files>
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</fileGuidTable>
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@@ -1 +1,62 @@
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local CommonMethods = require("TOC_Common")
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local PlayerHandler = require("Handlers/TOC_PlayerHandler")
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-------------------------
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---@class ProsthesisHandler
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local ProsthesisHandler = {}
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function ProsthesisHandler.SetHealthPanelTexture()
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-- TODO do it
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end
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---comment
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---@param bodyLocation string
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---@return boolean
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function ProsthesisHandler.CheckIfEquippable(bodyLocation)
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print("Current item is a prosthesis")
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local side = CommonMethods.GetSide(bodyLocation)
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for i=1, #PlayerHandler.amputatedLimbs do
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local limbName = PlayerHandler.amputatedLimbs[i]
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if string.contains(limbName, side) and not string.contains(limbName, "UpperArm") then
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return true
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end
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end
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-- No acceptable cut limbs
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getPlayer():Say("I can't equip this")
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return false
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end
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--* Overrides *--
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function ISWearClothing:isValid()
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local bodyLocation = self.item:getBodyLocation()
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if not string.contains(bodyLocation, "TOC_ArmProst") then
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return true
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else
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return ProsthesisHandler.CheckIfEquippable(bodyLocation)
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end
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end
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local og_ISClothingExtraAction_isValid = ISClothingExtraAction.isValid
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function ISClothingExtraAction:isValid()
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local bodyLocation = self.item:getBodyLocation()
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if og_ISClothingExtraAction_isValid(self) and not string.contains(bodyLocation, "TOC_ArmProst") then
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return true
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else
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return ProsthesisHandler.CheckIfEquippable(bodyLocation)
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end
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end
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return ProsthesisHandler
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@@ -1,10 +1,10 @@
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local CommonMethods = {}
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---Returns the side for a certain limb
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---@param limbName string
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---Returns the side for a certain limb or prosthesis
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---@param name string
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---@return string "L" or "R"
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function CommonMethods.GetSide(limbName)
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if string.find(limbName, "_L") then return "L" else return "R" end
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function CommonMethods.GetSide(name)
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if string.find(name, "_L") then return "L" else return "R" end
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end
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return CommonMethods
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@@ -28,7 +28,7 @@ function Main.SetupTraits()
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t:addXPBoost(Perks.Strength, -1)
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end
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TraitFactory.addTrait("Insensitive", getText("UI_trait_Insensitive"), 6, getText("UI_trait_Insensitivedesc"), false, false)
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TraitFactory.addTrait("Insensitive", getText("UI_trait_Insensitive"), 6, getText("UI_trait_Insensitive_desc"), false, false)
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TraitFactory.setMutualExclusive("Amputee_Hand", "Amputee_LowerArm")
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TraitFactory.setMutualExclusive("Amputee_Hand", "Amputee_UpperArm")
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@@ -41,8 +41,8 @@ end
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function ISHealthPanel.GetHighestAmputation()
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-- TODO Cache this instead of doing it here!
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ISHealthPanel.highestAmputations = {}
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for i=1, #StaticData.LIMBS_STRINGS do
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local limbName = StaticData.LIMBS_STRINGS[i]
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for i=1, #PlayerHandler.amputatedLimbs do
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local limbName = PlayerHandler.amputatedLimbs[i]
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local index = CommonMethods.GetSide(limbName)
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if PlayerHandler.modDataHandler:getIsCut(limbName) and PlayerHandler.modDataHandler:getIsVisible(limbName) then
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ISHealthPanel.highestAmputations[index] = limbName
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@@ -1,4 +1,9 @@
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ContextMenu_EN = {
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ContextMenu_Amputate = "Amputate",
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ContextMenu_InstallProstRight = "Install prosthesis on right arm",
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ContextMenu_InstallProstLeft = "Install prosthesis on left arm",
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}
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@@ -1,2 +1,13 @@
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UI_EN = {
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UI_trait_Amputee_Hand = "Amputated Left Hand",
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UI_trait_Amputee_Hand_desc = "",
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UI_trait_Amputee_LowerArm = "Amputated Left Forearm",
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UI_trait_Amputee_LowerArm_desc = "",
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UI_trait_Amputee_UpperArm = "Amputated Left Upper arm",
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UI_trait_Amputee_UpperArm_desc = "",
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UI_trait_Insensitive = "Insensitive",
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UI_trait_Insensitive_desc = ""
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}
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BIN
media/models_X/Prosthesis/hookArm_R_F.fbx
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BIN
media/models_X/Prosthesis/hookArm_R_F.fbx
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Binary file not shown.
@@ -120,13 +120,36 @@ module TOC
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}
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/****************** Clothing that look like a cut limb ******************/
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item Prosthesis_Hook_L
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item Prost_Hook_L
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{
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Type = Clothing,
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DisplayCategory = Prosthesis,
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DisplayName = Hook Arm Test,
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DisplayName = Hook Arm Test Left,
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ClothingItem = Prost_Hook_L,
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ClothingItemExtra = Prost_Hook_R,
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ClothingItemExtraOption = InstallProstRight,
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clothingExtraSubmenu = InstallProstLeft,
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BodyLocation = TOC_ArmProstLeft,
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Weight = 0,
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CombatSpeedModifier = 0.7,
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BloodLocation = UpperArms;UpperBody,
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Insulation = 1.0,
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WindResistance = 1.0,
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WaterResistance = 1.0,
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Icon = genericAmputation,
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CanHaveHoles = false,
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}
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item Prost_Hook_R
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{
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Type = Clothing,
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DisplayCategory = Prosthesis,
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DisplayName = Hook Arm Test Right,
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ClothingItem = Prost_Hook_R,
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ClothingItemExtra = Prost_Hook_L,
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ClothingItemExtraOption = InstallProstLeft,
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clothingExtraSubmenu = InstallProstRight,
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BodyLocation = TOC_ArmProstRight,
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Weight = 0,
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CombatSpeedModifier = 0.7,
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