Mostly refactoring this chaos
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@@ -26,26 +26,26 @@ function ISBaseTimedAction:adjustMaxTime(maxTime)
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local otherPartNames = {"RightArm", "LeftArm"}
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for i,name in ipairs(protPartNames) do
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if modData.TOC[name].IsCut then
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if modData.TOC[name].IsEquiped then
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maxTime = maxTime * modData.TOC[name].EquipFact;
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if modData.TOC[name].is_cut then
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if modData.TOC[name].has_prothesis_equipped then
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maxTime = maxTime * modData.TOC[name].EquipFact --todo this is dumb
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else
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maxTime = maxTime * 2;
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end
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if modData.TOC[name].IsBurn then maxTime = maxTime * burnFact end
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if modData.TOC[name].is_cauterized then maxTime = maxTime * burnFact end
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end
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end
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for i,name in ipairs(otherPartNames) do
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if modData.TOC[name].IsCut then
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if modData.TOC[name].is_cut then
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maxTime = maxTime * 2
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if modData.TOC[name].IsBurn then maxTime = maxTime * burnFact end
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if modData.TOC[name].is_cauterized then maxTime = maxTime * burnFact end
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end
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end
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-- Protheses perks stuff
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if modData.TOC.RightHand.IsCut then maxTime = maxTime * (1 + (9 - self.character:getPerkLevel(Perks.RightHand)) / 20) end
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if modData.TOC.LeftHand.IsCut then maxTime = maxTime * (1 + (9 - self.character:getPerkLevel(Perks.LeftHand)) / 20) end
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if modData.TOC.RightHand.is_cut then maxTime = maxTime * (1 + (9 - self.character:getPerkLevel(Perks.RightHand)) / 20) end
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if modData.TOC.LeftHand.is_cut then maxTime = maxTime * (1 + (9 - self.character:getPerkLevel(Perks.LeftHand)) / 20) end
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if maxTime > 10 * maxTime_org then maxTime = 10 * maxTime_org end
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end
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@@ -117,38 +117,38 @@ function ISEquipWeaponAction:perform()
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local modData = self.character:getModData()
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if not self.item:isRequiresEquippedBothHands() then
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if modData.TOC.RightHand.IsCut then
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if modData.TOC.RightForearm.IsCut then
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if not modData.TOC.RightForearm.IsEquiped then
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if modData.TOC.RightHand.is_cut then
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if modData.TOC.RightForearm.is_cut then
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if not modData.TOC.RightForearm.has_prothesis_equipped then
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self.character:setPrimaryHandItem(nil);
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self.character:setSecondaryHandItem(self.item);
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end
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else
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if not modData.TOC.RightHand.IsEquiped then
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if not modData.TOC.RightHand.has_prothesis_equipped then
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self.character:setPrimaryHandItem(nil);
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self.character:setSecondaryHandItem(self.item);
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end
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end
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end
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if modData.TOC.LeftHand.IsCut then
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if modData.TOC.LeftForearm.IsCut then
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if not modData.TOC.LeftForearm.IsEquiped then
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if modData.TOC.LeftHand.is_cut then
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if modData.TOC.LeftForearm.is_cut then
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if not modData.TOC.LeftForearm.has_prothesis_equipped then
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self.character:setPrimaryHandItem(self.item);
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self.character:setSecondaryHandItem(nil);
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end
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else
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if not modData.TOC.LeftHand.IsEquiped then
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if not modData.TOC.LeftHand.has_prothesis_equipped then
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self.character:setPrimaryHandItem(self.item);
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self.character:setSecondaryHandItem(nil);
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end
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end
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end
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if (modData.TOC.RightHand.IsCut and not (modData.TOC.RightHand.IsEquiped or modData.TOC.RightForearm.IsEquiped)) and (modData.TOC.LeftHand.IsCut and not (modData.TOC.LeftHand.IsEquiped or modData.TOC.LeftForearm.IsEquiped)) then
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if (modData.TOC.RightHand.is_cut and not (modData.TOC.RightHand.has_prothesis_equipped or modData.TOC.RightForearm.has_prothesis_equipped)) and (modData.TOC.LeftHand.is_cut and not (modData.TOC.LeftHand.has_prothesis_equipped or modData.TOC.LeftForearm.has_prothesis_equipped)) then
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self.character:dropHandItems();
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end
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end
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if self.item:isRequiresEquippedBothHands() and ((modData.TOC.RightHand.IsCut and not modData.TOC.RightHand.IsEquiped) or (modData.TOC.RightForearm.IsCut and not modData.TOC.RightForearm.IsEquiped) or (modData.TOC.LeftHand.IsCut and not modData.TOC.LeftHand.IsEquiped) or (modData.TOC.LeftForearm.IsCut and not modData.TOC.LeftForearm.IsEquiped)) then
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if self.item:isRequiresEquippedBothHands() and ((modData.TOC.RightHand.is_cut and not modData.TOC.RightHand.has_prothesis_equipped) or (modData.TOC.RightForearm.is_cut and not modData.TOC.RightForearm.has_prothesis_equipped) or (modData.TOC.LeftHand.is_cut and not modData.TOC.LeftHand.has_prothesis_equipped) or (modData.TOC.LeftForearm.is_cut and not modData.TOC.LeftForearm.has_prothesis_equipped)) then
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self.character:dropHandItems();
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end
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