Mostly refactoring this chaos
This commit is contained in:
@@ -12,14 +12,14 @@ local function healUpdatePart(partName, modData, player)
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if bodyPart:bandaged() then isBand = true; bandLife = bodyPart:getBandageLife(); bandType = bodyPart:getBandageType() end
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--Set max heal
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if modData_part.IsCicatrized and bodyPart:getHealth() > 80 then
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if modData_part.is_cicatrized and bodyPart:getHealth() > 80 then
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bodyPart:SetHealth(80);
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elseif bodyPart:getHealth() > 40 then
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bodyPart:SetHealth(40);
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end
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--Heal
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if modData_part.IsCicatrized then
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if modData_part.is_cicatrized then
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if bodyPart:deepWounded() then bodyPart:setDeepWounded(false) end
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if bodyPart:bleeding() then bodyPart:setBleeding(false) end
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end
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@@ -42,14 +42,14 @@ local function healUpdatePart(partName, modData, player)
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if bodyPart:haveBullet() then bodyPart:setHaveBullet(false, 0) end
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if bodyPart:isInfectedWound() then bodyPart:setInfectedWound(false) end
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if bodyPart:isBurnt() then bodyPart:setBurnTime(0) end
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if bodyPart:isCut() then bodyPart:setCut(false, false) end
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if bodyPart:isCut() then bodyPart:setCut(false, false) end --Lacerations?
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if bodyPart:getFractureTime()>0 then bodyPart:setFractureTime(0) end
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-- During healing
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if modData_part.IsCut and not modData_part.IsCicatrized then
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if modData_part.is_cut and not modData_part.is_cicatrized then
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if modData_part.CicaTimeLeft < 0 then
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player:Say(getText('UI_ContextMenu_My') .. partName .. getText('UI_ContextMenu_Now_cut'))
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modData_part.IsCicatrized = true;
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modData_part.is_cicatrized = true;
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player:getTraits():add("Brave")
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player:getTraits():add("Insensitive")
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bodyPart:setBleeding(false);
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@@ -61,11 +61,15 @@ local function healUpdatePart(partName, modData, player)
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end
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--Phantom pain
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if modData_part.ToDisplay then
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if ZombRand(1, 100) < 10 then
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if modData_part.IsBurn then x = 60 else x = 30 end
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bodyPart:setAdditionalPain(ZombRand(1, x));
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if modData_part.is_amputation_shown and ZombRand(1, 100) < 10 then
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if modData_part.is_cauterized then
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local added_pain = 60
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else
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local added_pain = 30
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end
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bodyPart:setAdditionalPain(ZombRand(1,added_pain))
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end
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if isBand then bodyPart:setBandaged(true, bandLife, false, bandType) end
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end
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@@ -82,11 +86,14 @@ end
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function UpdatePlayerHealth(player, modData)
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local bodyDamage = player:getBodyDamage()
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local partNames = {"RightHand", "RightForearm", "RightArm", "LeftHand", "LeftForearm", "LeftArm"}
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--local partNames = {"RightHand", "RightForearm", "RightArm", "LeftHand", "LeftForearm", "LeftArm"}
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if player:HasTrait("Insensitive") then bodyDamage:setPainReduction(49) end
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for i,name in pairs(partNames) do
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if modData.TOC[name].IsCut then healUpdatePart(name, modData, player) end
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for i,name in pairs(Bodyparts) do
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if modData.TOC[name].is_cut then
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healUpdatePart(name, modData, player)
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end
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end
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end
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@@ -22,12 +22,12 @@ end
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local function CheckIfCanBeOperated(modData)
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if modData.TOC.RightHand.IsCut and not modData.TOC.RightHand.IsOperated
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or modData.TOC.RightForearm.IsCut and not modData.TOC.RightForearm.IsOperated
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or modData.TOC.RightArm.IsCut and not modData.TOC.RightArm.IsOperated
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or modData.TOC.LeftHand.IsCut and not modData.TOC.LeftHand.IsOperated
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or modData.TOC.LeftForearm.IsCut and not modData.TOC.LeftForearm.IsOperated
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or modData.TOC.LeftArm.IsCut and not modData.TOC.LeftArm.IsOperated then
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if modData.TOC.RightHand.is_cut and not modData.TOC.RightHand.is_operated
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or modData.TOC.RightForearm.is_cut and not modData.TOC.RightForearm.is_operated
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or modData.TOC.RightArm.is_cut and not modData.TOC.RightArm.is_operated
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or modData.TOC.LeftHand.is_cut and not modData.TOC.LeftHand.is_operated
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or modData.TOC.LeftForearm.is_cut and not modData.TOC.LeftForearm.is_operated
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or modData.TOC.LeftArm.is_cut and not modData.TOC.LeftArm.is_operated then
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return true
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else
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return false
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@@ -58,26 +58,18 @@ local function TOC_onFillWorldObjectContextMenu(playerId, context, worldobjects,
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local rootMenu = context:addOption(getText('UI_ContextMenu_OperateOven'), worldobjects, nil);
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local subMenu = context:getNew(context);
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context:addSubMenu(rootMenu, subMenu)
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if modData.TOC.RightHand.IsCut and not modData.TOC.RightForearm.IsCut and not modData.TOC.RightHand.IsOperated then
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subMenu:addOption(getText('UI_ContextMenu_RightHand'), worldobjects, operateLocal, "RightHand");
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end
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if modData.TOC.LeftHand.IsCut and not modData.TOC.LeftForearm.IsCut and not modData.TOC.LeftHand.IsOperated then
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subMenu:addOption(getText('UI_ContextMenu_LeftHand'), worldobjects, operateLocal, "LeftHand");
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end
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if modData.TOC.RightForearm.IsCut and not modData.TOC.RightArm.IsCut and not modData.TOC.RightForearm.IsOperated then
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subMenu:addOption(getText('UI_ContextMenu_RightForearm'), worldobjects, operateLocal, "RightForearm");
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end
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if modData.TOC.LeftForearm.IsCut and not modData.TOC.LeftArm.IsCut and not modData.TOC.LeftForearm.IsOperated then
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subMenu:addOption(getText('UI_ContextMenu_LeftForearm'), worldobjects, operateLocal, "LeftForearm");
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end
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if modData.TOC.RightArm.IsCut and not modData.TOC.RightArm.IsOperated then
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subMenu:addOption(getText('UI_ContextMenu_RightArm'), worldobjects, operateLocal, "RightArm");
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end
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if modData.TOC.LeftArm.IsCut and not modData.TOC.LeftArm.IsOperated then
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subMenu:addOption(getText('UI_ContextMenu_LeftArm'), worldobjects, operateLocal, "LeftArm");
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for k, v in pairs(Bodyparts) do
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-- todo this is awful but it should work
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if modData.TOC[v].is_cut and not modData.TOC[v].is_operated then
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subMenu:addOption(getText('UI_ContextMenu_' .. v), worldobjects, operateLocal, v);
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end
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break -- stop cycling like an idiot
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end
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end
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end
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end
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@@ -92,6 +84,7 @@ local function TOC_onFillWorldObjectContextMenu(playerId, context, worldobjects,
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end
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end
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if clickedPlayer then
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-- Pretty sure this check is kinda broken
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if not ((-1 < clickedPlayer:getX() - player:getX() and clickedPlayer:getX() - player:getX() < 1) and (-1 < clickedPlayer:getY() - player:getY() and clickedPlayer:getY() - player:getY() < 1)) then
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return false;
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end
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@@ -105,20 +98,14 @@ local function TOC_onFillWorldObjectContextMenu(playerId, context, worldobjects,
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context:addSubMenu(rootOption, rootMenu);
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context:addSubMenu(cutOption, cutMenu);
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context:addSubMenu(operateOption, operateMenu);
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-- todo add checks so that we don't show these menus if a player has already beeen operated or amputated
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for k, v in pairs(Bodyparts) do
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cutMenu:addOption(getText('UI_ContextMenu_' .. v), worldobjects, otherPlayerLocal, v, "Cut", clickedPlayer)
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operateMenu:addOption(getText('UI_ContextMenu_' .. v), worldobjects, otherPlayerLocal, v, "Operate", clickedPlayer);
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end
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cutMenu:addOption(getText('UI_ContextMenu_RightHand'), worldobjects, otherPlayerLocal, "RightHand", "Cut", clickedPlayer);
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cutMenu:addOption(getText('UI_ContextMenu_LeftHand'), worldobjects, otherPlayerLocal, "LeftHand", "Cut", clickedPlayer);
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cutMenu:addOption(getText('UI_ContextMenu_RightForearm'), worldobjects, otherPlayerLocal, "RightForearm", "Cut", clickedPlayer);
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cutMenu:addOption(getText('UI_ContextMenu_LeftForearm'), worldobjects, otherPlayerLocal, "LeftForearm", "Cut", clickedPlayer);
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cutMenu:addOption(getText('UI_ContextMenu_RightArm'), worldobjects, otherPlayerLocal, "RightArm", "Cut", clickedPlayer);
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cutMenu:addOption(getText('UI_ContextMenu_LeftArm'), worldobjects, otherPlayerLocal, "LeftArm", "Cut", clickedPlayer);
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operateMenu:addOption(getText('UI_ContextMenu_RightHand'), worldobjects, otherPlayerLocal, "RightHand", "Operate", clickedPlayer);
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operateMenu:addOption(getText('UI_ContextMenu_LeftHand'), worldobjects, otherPlayerLocal, "LeftHand", "Operate", clickedPlayer);
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operateMenu:addOption(getText('UI_ContextMenu_RightForearm'), worldobjects, otherPlayerLocal, "RightForearm", "Operate", clickedPlayer);
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operateMenu:addOption(getText('UI_ContextMenu_LeftForearm'), worldobjects, otherPlayerLocal, "LeftForearm", "Operate", clickedPlayer);
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operateMenu:addOption(getText('UI_ContextMenu_RightArm'), worldobjects, otherPlayerLocal, "RightArm", "Operate", clickedPlayer);
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operateMenu:addOption(getText('UI_ContextMenu_LeftArm'), worldobjects, otherPlayerLocal, "LeftArm", "Operate", clickedPlayer);
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end
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end
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end
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@@ -51,12 +51,12 @@ function CutArm(partName, surgeonFact, useBandage, bandageAlcool, usePainkiller,
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elseif bodyPart:getType() == BodyPartType.ForeArm_R then
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modData.RightForearm.IsCut = true; modData.RightHand.IsCut = true;
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modData.RightForearm.ToDisplay = true; modData.RightHand.ToDisplay = false;
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modData.RightHand.IsBurn = false;
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modData.RightHand.is_cauterized = false;
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modData.RightForearm.CicaTimeLeft = 1800 - surgeonFact * 50; modData.RightHand.CicaTimeLeft = 1800 - surgeonFact * 50;
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elseif bodyPart:getType() == BodyPartType.UpperArm_R then
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modData.RightArm.IsCut = true; modData.RightForearm.IsCut = true; modData.RightHand.IsCut = true;
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modData.RightArm.ToDisplay = true; modData.RightForearm.ToDisplay = false; modData.RightHand.ToDisplay = false;
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modData.RightHand.IsBurn = false; modData.RightForearm.IsBurn = false;
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modData.RightHand.is_cauterized = false; modData.RightForearm.is_cauterized = false;
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modData.RightArm.CicaTimeLeft = 2000 - surgeonFact * 50; modData.RightForearm.CicaTimeLeft = 2000 - surgeonFact * 50; modData.RightHand.CicaTimeLeft = 2000 - surgeonFact * 50;
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elseif bodyPart:getType() == BodyPartType.Hand_L then
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modData.LeftHand.IsCut = true;
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@@ -65,12 +65,12 @@ function CutArm(partName, surgeonFact, useBandage, bandageAlcool, usePainkiller,
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elseif bodyPart:getType() == BodyPartType.ForeArm_L then
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modData.LeftForearm.IsCut = true; modData.LeftHand.IsCut = true;
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modData.LeftForearm.ToDisplay = true; modData.LeftHand.ToDisplay = false;
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modData.LeftHand.IsBurn = false;
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modData.LeftHand.is_cauterized = false;
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modData.LeftForearm.CicaTimeLeft = 1800 - surgeonFact * 50; modData.LeftHand.CicaTimeLeft = 1800 - surgeonFact * 50;
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elseif bodyPart:getType() == BodyPartType.UpperArm_L then
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modData.LeftArm.IsCut = true; modData.LeftForearm.IsCut = true; modData.LeftHand.IsCut = true;
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modData.LeftArm.ToDisplay = true; modData.LeftForearm.ToDisplay = false; modData.LeftHand.ToDisplay = false;
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modData.LeftHand.IsBurn = false; modData.LeftForearm.IsBurn = false;
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modData.LeftHand.is_cauterized = false; modData.LeftForearm.is_cauterized = false;
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modData.LeftArm.CicaTimeLeft = 2000 - surgeonFact * 50; modData.LeftForearm.CicaTimeLeft = 2000 - surgeonFact * 50; modData.LeftHand.CicaTimeLeft = 2000 - surgeonFact * 50;
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end
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@@ -154,15 +154,15 @@ function OperateArm(partName, surgeonFact, useOven)
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if partName == "RightHand" and not modData.RightHand.IsOperated then
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modData.RightHand.IsOperated = true;
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modData.RightHand.CicaTimeLeft = modData.RightHand.CicaTimeLeft - (surgeonFact * 200);
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if useOven then modData.RightHand.IsBurn = true end
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if useOven then modData.RightHand.is_cauterized = true end
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elseif partName == "RightForearm" and not modData.RightForearm.IsOperated then
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modData.RightForearm.IsOperated = true;
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modData.RightHand.IsOperated = true;
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modData.RightForearm.CicaTimeLeft = modData.RightForearm.CicaTimeLeft - (surgeonFact * 200);
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modData.RightHand.CicaTimeLeft = modData.RightHand.CicaTimeLeft - (surgeonFact * 200);
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if useOven then
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modData.TOC.RightHand.IsBurn = true;
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modData.TOC.RightForearm.IsBurn = true;
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modData.TOC.RightHand.is_cauterized = true;
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modData.TOC.RightForearm.is_cauterized = true;
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end
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elseif partName == "RightArm" and not modData.RightArm.IsOperated then
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modData.RightArm.IsOperated = true;
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@@ -172,22 +172,22 @@ function OperateArm(partName, surgeonFact, useOven)
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modData.RightForearm.CicaTimeLeft = modData.RightForearm.CicaTimeLeft - (surgeonFact * 200);
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modData.RightHand.CicaTimeLeft = modData.RightHand.CicaTimeLeft - (surgeonFact * 200);
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if useOven then
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modData.RightHand.IsBurn = true;
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modData.RightForearm.IsBurn = true;
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modData.RightArm.IsBurn = true;
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modData.RightHand.is_cauterized = true;
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modData.RightForearm.is_cauterized = true;
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modData.RightArm.is_cauterized = true;
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end
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elseif partName == "LeftHand" and not modData.LeftHand.IsOperated then
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modData.LeftHand.IsOperated = true;
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modData.LeftHand.CicaTimeLeft = modData.LeftHand.CicaTimeLeft - (surgeonFact * 200);
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if useOven then modData.LeftHand.IsBurn = true end
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if useOven then modData.LeftHand.is_cauterized = true end
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elseif partName == "LeftForearm" and not modData.LeftForearm.IsOperated then
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modData.LeftForearm.IsOperated = true;
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modData.LeftHand.IsOperated = true;
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modData.LeftForearm.CicaTimeLeft = modData.LeftForearm.CicaTimeLeft - (surgeonFact * 200);
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modData.LeftHand.CicaTimeLeft = modData.LeftHand.CicaTimeLeft - (surgeonFact * 200);
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if useOven then
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modData.LeftHand.IsBurn = true;
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modData.LeftForearm.IsBurn = true;
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modData.LeftHand.is_cauterized = true;
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modData.LeftForearm.is_cauterized = true;
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end
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elseif partName == "LeftArm" and not modData.LeftArm.IsOperated then
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modData.LeftArm.IsOperated = true;
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@@ -197,9 +197,9 @@ function OperateArm(partName, surgeonFact, useOven)
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modData.LeftForearm.CicaTimeLeft = modData.LeftForearm.CicaTimeLeft - (surgeonFact * 200);
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modData.LeftHand.CicaTimeLeft = modData.LeftHand.CicaTimeLeft - (surgeonFact * 200);
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if useOven then
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modData.LeftHand.IsBurn = true;
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modData.LeftForearm.IsBurn = true;
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modData.LeftArm.IsBurn = true;
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modData.LeftHand.is_cauterized = true;
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modData.LeftForearm.is_cauterized = true;
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modData.LeftArm.is_cauterized = true;
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end
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end
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@@ -39,30 +39,30 @@ end
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local function getImageName(partName, modData)
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local partData = modData[partName];
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local name = "";
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if partData.IsCut and partData.IsCicatrized and partData.IsEquiped then -- Cut and equip
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if partData.is_cut and partData.is_cicatrized and partData.has_prothesis_equipped then -- Cut and equip
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if partName == "RightHand" or partName == "LeftHand" then
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name = "media/ui/TOC/" .. partName .. "/Hook.png";
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else
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name = "media/ui/TOC/" .. partName .. "/Prothesis.png";
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end
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elseif partData.IsCut and partData.IsCicatrized and not partData.IsEquiped and partData.ToDisplay then -- Cut and heal
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elseif partData.is_cut and partData.is_cicatrized and not partData.has_prothesis_equipped and partData.ToDisplay then -- Cut and heal
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name = "media/ui/TOC/" .. partName .. "/Cut.png";
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elseif partData.IsCut and not partData.IsCicatrized and partData.ToDisplay and not partData.IsOperated then -- Cut not heal
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elseif partData.is_cut and not partData.is_cicatrized and partData.ToDisplay and not partData.IsOperated then -- Cut not heal
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name = "media/ui/TOC/" .. partName .. "/Bleed.png";
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elseif partData.IsCut and not partData.IsCicatrized and partData.ToDisplay and partData.IsOperated then -- Cut not heal
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elseif partData.is_cut and not partData.is_cicatrized and partData.ToDisplay and partData.IsOperated then -- Cut not heal
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name = "media/ui/TOC/" .. partName .. "/Operate.png";
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elseif partData.IsCut and not partData.ToDisplay then -- Empty (like hand if forearm cut)
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elseif partData.is_cut and not partData.ToDisplay then -- Empty (like hand if forearm cut)
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name = "media/ui/TOC/Empty.png";
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elseif not partData.IsCut and getPlayer():getBodyDamage():getBodyPart(TOC_getBodyPart(partName)):bitten() then -- Not cut but bitten
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elseif not partData.is_cut and getPlayer():getBodyDamage():getBodyPart(TOC_getBodyPart(partName)):bitten() then -- Not cut but bitten
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name = "media/ui/TOC/" .. partName .. "/Bite.png";
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else -- Not cut
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name = "media/ui/TOC/" .. partName .. "/Base.png";
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end
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-- If foreaerm equip, change hand
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if partName == "RightHand" and modData["RightForearm"].IsEquiped then
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if partName == "RightHand" and modData["RightForearm"].has_prothesis_equipped then
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name = "media/ui/TOC/" .. partName .. "/Hook.png";
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elseif partName == "LeftHand" and modData["LeftForearm"].IsEquiped then
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elseif partName == "LeftHand" and modData["LeftForearm"].has_prothesis_equipped then
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name = "media/ui/TOC/" .. partName .. "/Hook.png";
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end
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return name;
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@@ -133,7 +133,7 @@ local function setDescUI(partName)
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descUI.partNameAct = partName;
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-- Cut and equip
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if partData.IsCut and partData.IsCicatrized and partData.IsEquiped then
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if partData.is_cut and partData.is_cicatrized and partData.has_prothesis_equipped then
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descUI["textEtat"]:setText("Cut and healed");
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descUI["textEtat"]:setColor(1, 0, 1, 0);
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descUI["b1"]:setText("Unequip");
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@@ -141,7 +141,7 @@ local function setDescUI(partName)
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descUI["b1"]:setVisible(true);
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-- Cut and healed
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elseif partData.IsCut and partData.IsCicatrized and not partData.IsEquiped and partData.ToDisplay then
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elseif partData.is_cut and partData.is_cicatrized and not partData.has_prothesis_equipped and partData.ToDisplay then
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descUI["textEtat"]:setText("Cut and healed");
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descUI["textEtat"]:setColor(1, 0, 1, 0);
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if partName == "RightArm" or partName == "LeftArm" then
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@@ -153,7 +153,7 @@ local function setDescUI(partName)
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end
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-- Cut but not healed
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elseif partData.IsCut and not partData.IsCicatrized and partData.ToDisplay then
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elseif partData.is_cut and not partData.is_cicatrized and partData.ToDisplay then
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if partData.IsOperated then
|
||||
if partData.CicaTimeLeft > 1000 then
|
||||
descUI["textEtat"]:setText("Still a long way to go")
|
||||
@@ -188,11 +188,11 @@ local function setDescUI(partName)
|
||||
descUI["b1"]:addArg("option", "Operate");
|
||||
descUI["b1"]:setVisible(true);
|
||||
end
|
||||
elseif partData.IsCut and not partData.ToDisplay then -- Empty (hand if forearm cut)
|
||||
elseif partData.is_cut and not partData.ToDisplay then -- Empty (hand if forearm cut)
|
||||
descUI["textEtat"]:setText("Nothing here...");
|
||||
descUI["textEtat"]:setColor(1, 1, 1, 1);
|
||||
descUI["b1"]:setVisible(false);
|
||||
elseif not partData.IsCut and getPlayer():getBodyDamage():getBodyPart(TOC_getBodyPart(partName)):bitten() then
|
||||
elseif not partData.is_cut and getPlayer():getBodyDamage():getBodyPart(TOC_getBodyPart(partName)):bitten() then
|
||||
descUI["textEtat"]:setText("Bitten...");
|
||||
descUI["textEtat"]:setColor(1, 1, 0, 0);
|
||||
if isPlayerHaveSaw() then
|
||||
@@ -202,7 +202,7 @@ local function setDescUI(partName)
|
||||
else
|
||||
descUI["b1"]:setVisible(false);
|
||||
end
|
||||
elseif not partData.IsCut then -- Not cut
|
||||
elseif not partData.is_cut then -- Not cut
|
||||
descUI["textEtat"]:setText("Not cut");
|
||||
descUI["textEtat"]:setColor(1, 1, 1, 1);
|
||||
if isPlayerHaveSaw() then
|
||||
@@ -328,7 +328,7 @@ local function confirmPress(button, args)
|
||||
local player = getPlayer();
|
||||
if confirmUI.actionAct == "Cut" then
|
||||
if args.option == "yes" then
|
||||
ISTimedActionQueue.add(IsCutArm:new(player, player, descUI.partNameAct));
|
||||
ISTimedActionQueue.add(is_cutArm:new(player, player, descUI.partNameAct));
|
||||
else
|
||||
getPlayer():Say("Never mind");
|
||||
end
|
||||
@@ -353,10 +353,10 @@ local function confirmPressMP(button, args)
|
||||
local player = getPlayer();
|
||||
if confirmUIMP.actionAct == "Cut" then
|
||||
if args.option == "yes" then
|
||||
getPlayer():Say("Ok let's begging, courage !");
|
||||
ISTimedActionQueue.add(IsCutArm:new(confirmUIMP.patient, player, confirmUIMP.partNameAct));
|
||||
getPlayer():Say("Hold on, I believe in you!");
|
||||
ISTimedActionQueue.add(is_cutArm:new(confirmUIMP.patient, player, confirmUIMP.partNameAct));
|
||||
else
|
||||
getPlayer():Say("Never mind");
|
||||
getPlayer():Say("Alright...");
|
||||
end
|
||||
end
|
||||
if confirmUIMP.actionAct == "Operate" then
|
||||
@@ -389,8 +389,8 @@ local function descPress(button, args)
|
||||
if args.option == "Cut" then
|
||||
local modData = player:getModData().TOC;
|
||||
-- Do not cut if prothesis equip
|
||||
if (string.find(descUI.partNameAct, "Right") and (modData["RightHand"].IsEquiped or modData["RightForearm"].IsEquiped))
|
||||
or (string.find(descUI.partNameAct, "Left") and (modData["LeftHand"].IsEquiped or modData["LeftForearm"].IsEquiped)) then
|
||||
if (string.find(descUI.partNameAct, "Right") and (modData["RightHand"].has_prothesis_equipped or modData["RightForearm"].has_prothesis_equipped))
|
||||
or (string.find(descUI.partNameAct, "Left") and (modData["LeftHand"].has_prothesis_equipped or modData["LeftForearm"].has_prothesis_equipped)) then
|
||||
player:Say("I need to remove my prothesis first");
|
||||
mainUI:close();
|
||||
return false;
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
local function dropItem(player, modData)
|
||||
if (modData.TOC.RightHand.IsCut and not (modData.TOC.RightHand.IsEquiped or modData.TOC.RightForearm.IsEquiped)) or (modData.TOC.RightForearm.IsCut and not modData.TOC.RightForearm.IsEquiped) then
|
||||
if (modData.TOC.RightHand.is_cut and not (modData.TOC.RightHand.IsEquiped or modData.TOC.RightForearm.IsEquiped)) or (modData.TOC.RightForearm.is_cut and not modData.TOC.RightForearm.IsEquiped) then
|
||||
if player:getPrimaryHandItem() ~= nil then
|
||||
if player:getPrimaryHandItem():getName() ~= "Bare Hands" then player:dropHandItems() end
|
||||
end
|
||||
end
|
||||
if (modData.TOC.LeftHand.IsCut and not (modData.TOC.LeftHand.IsEquiped or modData.TOC.LeftForearm.IsEquiped)) or (modData.TOC.LeftForearm.IsCut and not modData.TOC.LeftForearm.IsEquiped) then
|
||||
if (modData.TOC.LeftHand.is_cut and not (modData.TOC.LeftHand.IsEquiped or modData.TOC.LeftForearm.IsEquiped)) or (modData.TOC.LeftForearm.is_cut and not modData.TOC.LeftForearm.IsEquiped) then
|
||||
if player:getSecondaryHandItem() ~= nil then
|
||||
if player:getSecondaryHandItem():getName() ~= "Bare Hands" then player:dropHandItems() end
|
||||
end
|
||||
@@ -33,8 +33,8 @@ local function everyTenMinutes()
|
||||
|
||||
--Reduit le temps de cicatri restant
|
||||
for i,name in pairs(names) do
|
||||
if modData.TOC[name].IsCut and not modData.TOC[name].IsCicatrized then
|
||||
modData.TOC[name].CicaTimeLeft = modData.TOC[name].CicaTimeLeft - 1;
|
||||
if modData.TOC[name].is_cut and not modData.TOC[name].is_cicatrized then
|
||||
modData.TOC[name].cicatrization_time = modData.TOC[name].cicatrization_time - 1;
|
||||
player:transmitModData()
|
||||
end
|
||||
end
|
||||
@@ -44,106 +44,79 @@ end
|
||||
local function initVariable(_, player)
|
||||
local modData = player:getModData()
|
||||
if modData.TOC == nil then
|
||||
modData.TOC = {};
|
||||
modData.TOC.RightHand = {};
|
||||
modData.TOC.RightForearm = {};
|
||||
modData.TOC.RightArm = {};
|
||||
modData.TOC.LeftHand = {};
|
||||
modData.TOC.LeftForearm = {};
|
||||
modData.TOC.LeftArm = {};
|
||||
|
||||
modData.TOC.RightHand.IsCut = false;
|
||||
modData.TOC.RightForearm.IsCut = false;
|
||||
modData.TOC.RightArm.IsCut = false;
|
||||
modData.TOC.LeftHand.IsCut = false;
|
||||
modData.TOC.LeftForearm.IsCut = false;
|
||||
modData.TOC.LeftArm.IsCut = false;
|
||||
-- https://stackoverflow.com/questions/20915164/lua-loop-for-creating-variables-in-table
|
||||
|
||||
modData.TOC.RightHand.IsInfected = false;
|
||||
modData.TOC.RightForearm.IsInfected = false;
|
||||
modData.TOC.RightArm.IsInfected = false;
|
||||
modData.TOC.LeftHand.IsInfected = false;
|
||||
modData.TOC.LeftForearm.IsInfected = false;
|
||||
modData.TOC.LeftArm.IsInfected = false;
|
||||
local rightHand = "RightHand"
|
||||
local rightForearm = "RightForearm"
|
||||
local rightArm = "RightArm"
|
||||
|
||||
modData.TOC.RightHand.IsOperated = false;
|
||||
modData.TOC.RightForearm.IsOperated = false;
|
||||
modData.TOC.RightArm.IsOperated = false;
|
||||
modData.TOC.LeftHand.IsOperated = false;
|
||||
modData.TOC.LeftForearm.IsOperated = false;
|
||||
modData.TOC.LeftArm.IsOperated = false;
|
||||
local leftHand = "LeftHand"
|
||||
local leftForearm = "LeftForearm"
|
||||
local leftArm = "LeftArm"
|
||||
|
||||
modData.TOC.RightHand.IsCicatrized = false;
|
||||
modData.TOC.RightForearm.IsCicatrized = false;
|
||||
modData.TOC.RightArm.IsCicatrized = false;
|
||||
modData.TOC.LeftHand.IsCicatrized = false;
|
||||
modData.TOC.LeftForearm.IsCicatrized = false;
|
||||
modData.TOC.LeftArm.IsCicatrized = false;
|
||||
|
||||
modData.TOC.RightHand.IsEquiped = false;
|
||||
modData.TOC.RightForearm.IsEquiped = false;
|
||||
modData.TOC.RightArm.IsEquiped = false;
|
||||
modData.TOC.LeftHand.IsEquiped = false;
|
||||
modData.TOC.LeftForearm.IsEquiped = false;
|
||||
modData.TOC.LeftArm.IsEquiped = false;
|
||||
|
||||
modData.TOC.RightHand.IsBurn = false;
|
||||
modData.TOC.RightForearm.IsBurn = false;
|
||||
modData.TOC.RightArm.IsBurn = false;
|
||||
modData.TOC.LeftHand.IsBurn = false;
|
||||
modData.TOC.LeftForearm.IsBurn = false;
|
||||
modData.TOC.LeftArm.IsBurn = false;
|
||||
Bodyparts = { "RightHand", "RightForearm", "RightArm", "LeftHand", "LeftForearm", "LeftArm"}
|
||||
|
||||
modData.TOC.RightHand.EquipFact = 1.0;
|
||||
modData.TOC.RightForearm.EquipFact = 1.0;
|
||||
modData.TOC.RightArm.EquipFact = 1.0;
|
||||
modData.TOC.LeftHand.EquipFact = 1.0;
|
||||
modData.TOC.LeftForearm.EquipFact = 1.0;
|
||||
modData.TOC.LeftArm.EquipFact = 1.0;
|
||||
modData.TOC = {
|
||||
RightHand = {},
|
||||
RightForearm = {},
|
||||
RightArm = {},
|
||||
|
||||
modData.TOC.RightHand.Equip_mat_id = nil;
|
||||
modData.TOC.RightForearm.Equip_mat_id = nil;
|
||||
modData.TOC.RightArm.Equip_mat_id = nil;
|
||||
modData.TOC.LeftHand.Equip_mat_id = nil;
|
||||
modData.TOC.LeftForearm.Equip_mat_id = nil;
|
||||
modData.TOC.LeftArm.Equip_mat_id = nil;
|
||||
LeftHand = {},
|
||||
LeftForearm = {},
|
||||
LeftArm = {}
|
||||
}
|
||||
|
||||
for k,v in pairs(Bodyparts) do
|
||||
modData.TOC[v].is_cut = false
|
||||
modData.TOC[v].is_infected = false
|
||||
modData.TOC[v].is_operated = false
|
||||
modData.TOC[v].is_cicatrized = false
|
||||
modData.TOC[v].is_cauterized = false
|
||||
modData.TOC[v].is_amputation_shown = false
|
||||
|
||||
modData.TOC[v].cicatrization_time = 0
|
||||
|
||||
|
||||
modData.TOC[v].has_prothesis_equipped = false
|
||||
modData.TOC[v].prothesis_factor = 1.0 -- Every prothesis has the same... does this even make sense here?
|
||||
modData.TOC[v].prothesis_material_id = nil
|
||||
end
|
||||
|
||||
|
||||
-- Manual stuff
|
||||
|
||||
|
||||
modData.TOC[rightForearm].depends_on = {rightHand}
|
||||
modData.TOC[rightArm].depends_on = { rightHand, rightForearm }
|
||||
|
||||
modData.TOC[leftForearm].depends_on = { leftHand }
|
||||
modData.TOC[leftArm].depends_on = { leftHand, leftForearm }
|
||||
|
||||
modData.TOC.RightHand.CicaTimeLeft = 0;
|
||||
modData.TOC.RightForearm.CicaTimeLeft = 0;
|
||||
modData.TOC.RightArm.CicaTimeLeft = 0;
|
||||
modData.TOC.LeftHand.CicaTimeLeft = 0;
|
||||
modData.TOC.LeftForearm.CicaTimeLeft = 0;
|
||||
modData.TOC.LeftArm.CicaTimeLeft = 0;
|
||||
|
||||
modData.TOC.RightHand.ToDisplay = false;
|
||||
modData.TOC.RightForearm.ToDisplay = false;
|
||||
modData.TOC.RightArm.ToDisplay = false;
|
||||
modData.TOC.LeftHand.ToDisplay = false;
|
||||
modData.TOC.LeftForearm.ToDisplay = false;
|
||||
modData.TOC.LeftArm.ToDisplay = false;
|
||||
|
||||
modData.TOC.InitDone = true;
|
||||
modData.TOC.OtherBody_IsInfected = false;
|
||||
|
||||
if player:HasTrait("amputee1") then
|
||||
local cloth = player:getInventory():AddItem("TOC.ArmLeft_noHand");
|
||||
player:setWornItem(cloth:getBodyLocation(), cloth);
|
||||
modData.TOC.LeftHand.IsCut=true; modData.TOC.LeftHand.IsOperated=true; modData.TOC.LeftHand.ToDisplay=true; modData.TOC.LeftHand.IsCicatrized=true;
|
||||
modData.TOC.LeftHand.is_cut=true; modData.TOC.LeftHand.is_operated=true; modData.TOC.LeftHand.is_amputation_shown=true; modData.TOC.LeftHand.is_cicatrized=true;
|
||||
player:getInventory():AddItem("TOC.MetalHook");
|
||||
end
|
||||
if player:HasTrait("amputee2") then
|
||||
local cloth = player:getInventory():AddItem("TOC.ArmLeft_noForearm");
|
||||
player:setWornItem(cloth:getBodyLocation(), cloth);
|
||||
modData.TOC.LeftHand.IsCut=true; modData.TOC.LeftHand.IsOperated=true;
|
||||
modData.TOC.LeftForearm.IsCut=true; modData.TOC.LeftForearm.IsOperated=true; modData.TOC.LeftForearm.ToDisplay=true; modData.TOC.LeftForearm.IsCicatrized=true;
|
||||
modData.TOC.LeftHand.is_cut=true; modData.TOC.LeftHand.is_operated=true;
|
||||
modData.TOC.LeftForearm.is_cut=true; modData.TOC.LeftForearm.is_operated=true; modData.TOC.LeftForearm.is_amputation_shown=true; modData.TOC.LeftForearm.is_cicatrized=true;
|
||||
player:getInventory():AddItem("TOC.MetalHook");
|
||||
end
|
||||
if player:HasTrait("amputee3") then
|
||||
local cloth = player:getInventory():AddItem("TOC.ArmLeft_noArm");
|
||||
player:setWornItem(cloth:getBodyLocation(), cloth);
|
||||
modData.TOC.LeftHand.IsCut=true; modData.TOC.LeftHand.IsOperated=true;
|
||||
modData.TOC.LeftForearm.IsCut=true; modData.TOC.LeftForearm.IsOperated=true;
|
||||
modData.TOC.LeftArm.IsCut=true; modData.TOC.LeftArm.IsOperated=true; modData.TOC.LeftArm.ToDisplay=true; modData.TOC.LeftArm.IsCicatrized=true;
|
||||
modData.TOC.LeftHand.is_cut=true; modData.TOC.LeftHand.is_operated=true;
|
||||
modData.TOC.LeftForearm.is_cut=true; modData.TOC.LeftForearm.is_operated=true;
|
||||
modData.TOC.LeftArm.is_cut=true; modData.TOC.LeftArm.is_operated=true; modData.TOC.LeftArm.is_amputation_shown=true; modData.TOC.LeftArm.is_cicatrized=true;
|
||||
player:getInventory():AddItem("TOC.MetalHook");
|
||||
end
|
||||
|
||||
|
||||
@@ -26,26 +26,26 @@ function ISBaseTimedAction:adjustMaxTime(maxTime)
|
||||
local otherPartNames = {"RightArm", "LeftArm"}
|
||||
|
||||
for i,name in ipairs(protPartNames) do
|
||||
if modData.TOC[name].IsCut then
|
||||
if modData.TOC[name].IsEquiped then
|
||||
maxTime = maxTime * modData.TOC[name].EquipFact;
|
||||
if modData.TOC[name].is_cut then
|
||||
if modData.TOC[name].has_prothesis_equipped then
|
||||
maxTime = maxTime * modData.TOC[name].EquipFact --todo this is dumb
|
||||
else
|
||||
maxTime = maxTime * 2;
|
||||
end
|
||||
if modData.TOC[name].IsBurn then maxTime = maxTime * burnFact end
|
||||
if modData.TOC[name].is_cauterized then maxTime = maxTime * burnFact end
|
||||
end
|
||||
end
|
||||
|
||||
for i,name in ipairs(otherPartNames) do
|
||||
if modData.TOC[name].IsCut then
|
||||
if modData.TOC[name].is_cut then
|
||||
maxTime = maxTime * 2
|
||||
if modData.TOC[name].IsBurn then maxTime = maxTime * burnFact end
|
||||
if modData.TOC[name].is_cauterized then maxTime = maxTime * burnFact end
|
||||
end
|
||||
end
|
||||
|
||||
-- Protheses perks stuff
|
||||
if modData.TOC.RightHand.IsCut then maxTime = maxTime * (1 + (9 - self.character:getPerkLevel(Perks.RightHand)) / 20) end
|
||||
if modData.TOC.LeftHand.IsCut then maxTime = maxTime * (1 + (9 - self.character:getPerkLevel(Perks.LeftHand)) / 20) end
|
||||
if modData.TOC.RightHand.is_cut then maxTime = maxTime * (1 + (9 - self.character:getPerkLevel(Perks.RightHand)) / 20) end
|
||||
if modData.TOC.LeftHand.is_cut then maxTime = maxTime * (1 + (9 - self.character:getPerkLevel(Perks.LeftHand)) / 20) end
|
||||
|
||||
if maxTime > 10 * maxTime_org then maxTime = 10 * maxTime_org end
|
||||
end
|
||||
@@ -117,38 +117,38 @@ function ISEquipWeaponAction:perform()
|
||||
|
||||
local modData = self.character:getModData()
|
||||
if not self.item:isRequiresEquippedBothHands() then
|
||||
if modData.TOC.RightHand.IsCut then
|
||||
if modData.TOC.RightForearm.IsCut then
|
||||
if not modData.TOC.RightForearm.IsEquiped then
|
||||
if modData.TOC.RightHand.is_cut then
|
||||
if modData.TOC.RightForearm.is_cut then
|
||||
if not modData.TOC.RightForearm.has_prothesis_equipped then
|
||||
self.character:setPrimaryHandItem(nil);
|
||||
self.character:setSecondaryHandItem(self.item);
|
||||
end
|
||||
else
|
||||
if not modData.TOC.RightHand.IsEquiped then
|
||||
if not modData.TOC.RightHand.has_prothesis_equipped then
|
||||
self.character:setPrimaryHandItem(nil);
|
||||
self.character:setSecondaryHandItem(self.item);
|
||||
end
|
||||
end
|
||||
end
|
||||
if modData.TOC.LeftHand.IsCut then
|
||||
if modData.TOC.LeftForearm.IsCut then
|
||||
if not modData.TOC.LeftForearm.IsEquiped then
|
||||
if modData.TOC.LeftHand.is_cut then
|
||||
if modData.TOC.LeftForearm.is_cut then
|
||||
if not modData.TOC.LeftForearm.has_prothesis_equipped then
|
||||
self.character:setPrimaryHandItem(self.item);
|
||||
self.character:setSecondaryHandItem(nil);
|
||||
end
|
||||
else
|
||||
if not modData.TOC.LeftHand.IsEquiped then
|
||||
if not modData.TOC.LeftHand.has_prothesis_equipped then
|
||||
self.character:setPrimaryHandItem(self.item);
|
||||
self.character:setSecondaryHandItem(nil);
|
||||
end
|
||||
end
|
||||
end
|
||||
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
|
||||
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
|
||||
self.character:dropHandItems();
|
||||
end
|
||||
end
|
||||
|
||||
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
|
||||
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
|
||||
self.character:dropHandItems();
|
||||
end
|
||||
|
||||
|
||||
@@ -27,6 +27,16 @@ UI_EN = {
|
||||
UI_ContextMenu_My = "My ",
|
||||
UI_ContextMenu_Now_cut = " is now healed!",
|
||||
|
||||
UI_ContextMenu_Heal_from_zomb = "I heal from zombification !",
|
||||
UI_ContextMenu_Heal_from_zomb = "I think I'm gonna be fine!",
|
||||
UI_ContextMenu_Cut_for_nothing = "I did it for nothing..."
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user