From ec44e4a29eebe07c84ef59454792458a7aa0a563 Mon Sep 17 00:00:00 2001 From: ZioPao Date: Thu, 21 Mar 2024 11:11:58 +0100 Subject: [PATCH] Reset model on current frame to force re-init --- media/lua/client/TOC/Controllers/ItemsController.lua | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/media/lua/client/TOC/Controllers/ItemsController.lua b/media/lua/client/TOC/Controllers/ItemsController.lua index 381501b..bf80a0a 100644 --- a/media/lua/client/TOC/Controllers/ItemsController.lua +++ b/media/lua/client/TOC/Controllers/ItemsController.lua @@ -77,7 +77,6 @@ end function ItemsController.Player.DeleteAllOldAmputationItems(playerObj) -- This part is a workaround for a pretty shitty implementation on the java side. Check ProsthesisHandler for more infos - -- FIX This doesn't really help in this case. local group = BodyLocations.getGroup("Human") group:setMultiItem("TOC_Arm", false) group:setMultiItem("TOC_ArmProst", false) @@ -89,11 +88,12 @@ function ItemsController.Player.DeleteAllOldAmputationItems(playerObj) ---@cast clothItem InventoryItem ItemsController.Player.RemoveClothingItem(playerObj, clothItem) end + -- Reset model just in case + playerObj:resetModel() group:setMultiItem("TOC_Arm", true) group:setMultiItem("TOC_ArmProst", true) - -- Reset model just in case - playerObj:resetModelNextFrame() + end ---Spawns and equips the correct amputation item to the player.