Cicatrization visuals reimplemented

This commit is contained in:
ZioPao
2024-05-01 23:21:15 +02:00
parent c621a56f67
commit fa1d86ae7e
7 changed files with 123 additions and 24 deletions

View File

@@ -27,9 +27,11 @@ function ItemsController.Player.GetAmputationTexturesIndex(playerObj, isCicatriz
end
if isCicatrized then
matchedIndex = matchedIndex + (isHairy and 5 or 10) -- We add 5 is it's the texture texture, else 10
matchedIndex = matchedIndex + (isHairy and 5 or 10) -- We add 5 is it's the texture, else 10
end
TOC_DEBUG.print("isCicatrized= " .. tostring(isCicatrized))
TOC_DEBUG.print("Amputation Texture Index: " .. tostring(matchedIndex))
return matchedIndex - 1
end
@@ -43,7 +45,7 @@ function ItemsController.Player.RemoveClothingItem(playerObj, clothingItem)
playerObj:removeWornItem(clothingItem)
---@diagnostic disable-next-line: param-type-mismatch
playerObj:getInventory():Remove(clothingItem) -- Umbrella is wrong, can be an InventoryItem too
playerObj:getInventory():Remove(clothingItem) -- Umbrella is wrong, can be an InventoryItem too
TOC_DEBUG.print("found and deleted" .. tostring(clothingItem))
-- Reset model
@@ -75,13 +77,12 @@ end
---Deletes all the old amputation items, used for resets
---@param playerObj IsoPlayer
function ItemsController.Player.DeleteAllOldAmputationItems(playerObj)
-- This part is a workaround for a pretty shitty implementation on the java side. Check ProsthesisHandler for more infos
local group = BodyLocations.getGroup("Human")
group:setMultiItem("TOC_Arm", false)
group:setMultiItem("TOC_ArmProst", false)
for i=1, #StaticData.LIMBS_STR do
for i = 1, #StaticData.LIMBS_STR do
local limbName = StaticData.LIMBS_STR[i]
local clothItemName = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName
local clothItem = playerObj:getInventory():FindAndReturn(clothItemName)
@@ -93,7 +94,6 @@ function ItemsController.Player.DeleteAllOldAmputationItems(playerObj)
group:setMultiItem("TOC_Arm", true)
group:setMultiItem("TOC_ArmProst", true)
end
---Spawns and equips the correct amputation item to the player.
@@ -109,7 +109,31 @@ function ItemsController.Player.SpawnAmputationItem(playerObj, limbName)
playerObj:setWornItem(clothingItem:getBodyLocation(), clothingItem)
end
---Search through worn items and modifies a specific amputation item
---@param playerObj IsoPlayer
---@param limbName string
---@param isCicatrized boolean
function ItemsController.Player.OverrideAmputationItemVisuals(playerObj, limbName, isCicatrized)
local wornItems = playerObj:getWornItems()
local fullType = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName
for i = 1, wornItems:size() do
local it = wornItems:get(i - 1)
if it then
local wornItem = wornItems:get(i - 1):getItem()
TOC_DEBUG.print(wornItem:getFullType())
if wornItem:getFullType() == fullType then
TOC_DEBUG.print("Found amputation item for " .. limbName)
-- change it here
local texId = ItemsController.Player.GetAmputationTexturesIndex(playerObj, isCicatrized)
wornItem:getVisual():setTextureChoice(texId)
playerObj:resetModelNextFrame() -- necessary to update the model
return
end
end
end
end
--* Zombie Methods *--
---@class ItemsController.Zombie
@@ -135,16 +159,16 @@ end
function ItemsController.Zombie.GetAmputationTexturesIndex(zombie)
local x = zombie:getHumanVisual():getSkinTexture()
-- Starting ID for zombies = 10
-- Starting ID for zombies = 20
-- 3 levels
local matchedIndex = tonumber(x:match("ZedBody0(%d)")) - 1
matchedIndex = matchedIndex * 3
local level = tonumber(x:match("%d$")) - 1 -- it's from 1 to 3, but we're using it like 0 indexed arrays
local level = tonumber(x:match("%d$")) - 1 -- it's from 1 to 3, but we're using it like 0 indexed arrays
local finalId = 10 + matchedIndex + level
local finalId = 20 + matchedIndex + level
--print("Zombie texture index: " .. tostring(finalId))
return finalId
end
return ItemsController
return ItemsController