Cicatrization visuals reimplemented
This commit is contained in:
@@ -25,6 +25,22 @@
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<textureChoices>Amputations\Human\Forearm\skin04_hairy_b</textureChoices>
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<textureChoices>Amputations\Human\Forearm\skin05_hairy_b</textureChoices>
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<!-- HUMAN AFTER CICATRIZATION -->
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<textureChoices>Body\MaleBody01</textureChoices>
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<textureChoices>Body\MaleBody02</textureChoices>
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<textureChoices>Body\MaleBody03</textureChoices>
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<textureChoices>Body\MaleBody04</textureChoices>
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<textureChoices>Body\MaleBody05</textureChoices>
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<textureChoices>Body\MaleBody01a</textureChoices>
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<textureChoices>Body\MaleBody02a</textureChoices>
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<textureChoices>Body\MaleBody03a</textureChoices>
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<textureChoices>Body\MaleBody04</textureChoices>
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<textureChoices>Body\MaleBody05a</textureChoices>
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<!-- ZOMBIE -->
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<textureChoices>Amputations\Zombie\Forearm\z_skin01_l1</textureChoices>
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<textureChoices>Amputations\Zombie\Forearm\z_skin01_l2</textureChoices>
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@@ -23,6 +23,22 @@
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<textureChoices>Amputations\Human\Forearm\skin04_hairy_b</textureChoices>
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<textureChoices>Amputations\Human\Forearm\skin05_hairy_b</textureChoices>
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<!-- HUMAN AFTER CICATRIZATION -->
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<textureChoices>Body\MaleBody01</textureChoices>
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<textureChoices>Body\MaleBody02</textureChoices>
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<textureChoices>Body\MaleBody03</textureChoices>
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<textureChoices>Body\MaleBody04</textureChoices>
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<textureChoices>Body\MaleBody05</textureChoices>
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<textureChoices>Body\MaleBody01a</textureChoices>
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<textureChoices>Body\MaleBody02a</textureChoices>
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<textureChoices>Body\MaleBody03a</textureChoices>
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<textureChoices>Body\MaleBody04</textureChoices>
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<textureChoices>Body\MaleBody05a</textureChoices>
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<!-- ZOMBIE -->
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<textureChoices>Amputations\Zombie\Forearm\z_skin01_l1</textureChoices>
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<textureChoices>Amputations\Zombie\Forearm\z_skin01_l2</textureChoices>
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@@ -21,4 +21,36 @@
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<textureChoices>Amputations\Human\Upperarm\skin03_hairy_b</textureChoices>
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<textureChoices>Amputations\Human\Upperarm\skin04_hairy_b</textureChoices>
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<textureChoices>Amputations\Human\Upperarm\skin05_hairy_b</textureChoices>
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<!-- HUMAN AFTER CICATRIZATION -->
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<textureChoices>Body\MaleBody01</textureChoices>
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<textureChoices>Body\MaleBody02</textureChoices>
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<textureChoices>Body\MaleBody03</textureChoices>
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<textureChoices>Body\MaleBody04</textureChoices>
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<textureChoices>Body\MaleBody05</textureChoices>
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<textureChoices>Body\MaleBody01a</textureChoices>
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<textureChoices>Body\MaleBody02a</textureChoices>
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<textureChoices>Body\MaleBody03a</textureChoices>
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<textureChoices>Body\MaleBody04</textureChoices>
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<textureChoices>Body\MaleBody05a</textureChoices>
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<!-- ZOMBIE -->
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<textureChoices>Amputations\Zombie\Upperarm\z_skin01_l1</textureChoices>
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<textureChoices>Amputations\Zombie\Upperarm\z_skin01_l2</textureChoices>
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<textureChoices>Amputations\Zombie\Upperarm\z_skin01_l3</textureChoices>
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<textureChoices>Amputations\Zombie\Upperarm\z_skin02_l1</textureChoices>
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<textureChoices>Amputations\Zombie\Upperarm\z_skin02_l2</textureChoices>
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<textureChoices>Amputations\Zombie\Upperarm\z_skin02_l3</textureChoices>
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<textureChoices>Amputations\Zombie\Upperarm\z_skin03_l1</textureChoices>
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<textureChoices>Amputations\Zombie\Upperarm\z_skin03_l2</textureChoices>
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<textureChoices>Amputations\Zombie\Upperarm\z_skin03_l3</textureChoices>
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<textureChoices>Amputations\Zombie\Upperarm\z_skin04_l1</textureChoices>
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<textureChoices>Amputations\Zombie\Upperarm\z_skin04_l2</textureChoices>
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<textureChoices>Amputations\Zombie\Upperarm\z_skin04_l3</textureChoices>
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</clothingItem>
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@@ -22,6 +22,21 @@
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<textureChoices>Amputations\Human\Upperarm1\skin04_hairy_b</textureChoices>
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<textureChoices>Amputations\Human\Upperarm1\skin05_hairy_b</textureChoices>
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<!-- HUMAN AFTER CICATRIZATION -->
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<textureChoices>Body\MaleBody01</textureChoices>
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<textureChoices>Body\MaleBody02</textureChoices>
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<textureChoices>Body\MaleBody03</textureChoices>
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<textureChoices>Body\MaleBody04</textureChoices>
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<textureChoices>Body\MaleBody05</textureChoices>
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<textureChoices>Body\MaleBody01a</textureChoices>
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<textureChoices>Body\MaleBody02a</textureChoices>
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<textureChoices>Body\MaleBody03a</textureChoices>
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<textureChoices>Body\MaleBody04</textureChoices>
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<textureChoices>Body\MaleBody05a</textureChoices>
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<!-- ZOMBIE -->
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<textureChoices>Amputations\Zombie\Upperarm\z_skin01_l1</textureChoices>
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<textureChoices>Amputations\Zombie\Upperarm\z_skin01_l2</textureChoices>
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@@ -1,4 +1,3 @@
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local CommandsData = require("TOC/CommandsData")
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-------------------
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@@ -9,21 +8,18 @@ local function AddAdminTocOptions(playerNum, context, worldobjects)
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if not isAdmin() then return end
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local players = {}
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for _,v in ipairs(worldobjects) do
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for x=v:getSquare():getX()-1,v:getSquare():getX()+1 do
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for y=v:getSquare():getY()-1,v:getSquare():getY()+1 do
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local sq = getCell():getGridSquare(x,y,v:getSquare():getZ());
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for _, v in ipairs(worldobjects) do
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for x = v:getSquare():getX() - 1, v:getSquare():getX() + 1 do
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for y = v:getSquare():getY() - 1, v:getSquare():getY() + 1 do
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local sq = getCell():getGridSquare(x, y, v:getSquare():getZ());
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if sq then
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for z=0,sq:getMovingObjects():size()-1 do
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for z = 0, sq:getMovingObjects():size() - 1 do
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local o = sq:getMovingObjects():get(z)
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if instanceof(o, "IsoPlayer") then
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---@cast o IsoPlayer
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local oId = o:getOnlineID()
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players[oId] = o
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end
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end
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end
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@@ -33,7 +29,6 @@ local function AddAdminTocOptions(playerNum, context, worldobjects)
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for _, pl in pairs(players) do
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---@cast pl IsoPlayer
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local clickedPlayerNum = pl:getOnlineID()
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@@ -43,10 +38,9 @@ local function AddAdminTocOptions(playerNum, context, worldobjects)
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context:addSubMenu(option, subMenu)
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subMenu:addOption(getText("ContextMenu_Admin_ResetTOC"), nil, function()
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sendClientCommand(CommandsData.modules.TOC_RELAY, CommandsData.server.Relay.RelayExecuteInitialization, {patientNum=clickedPlayerNum} )
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sendClientCommand(CommandsData.modules.TOC_RELAY, CommandsData.server.Relay.RelayExecuteInitialization,
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{ patientNum = clickedPlayerNum })
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end)
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end
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end
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Events.OnFillWorldObjectContextMenu.Add(AddAdminTocOptions)
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@@ -27,9 +27,11 @@ function ItemsController.Player.GetAmputationTexturesIndex(playerObj, isCicatriz
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end
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if isCicatrized then
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matchedIndex = matchedIndex + (isHairy and 5 or 10) -- We add 5 is it's the texture texture, else 10
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matchedIndex = matchedIndex + (isHairy and 5 or 10) -- We add 5 is it's the texture, else 10
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end
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TOC_DEBUG.print("isCicatrized= " .. tostring(isCicatrized))
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TOC_DEBUG.print("Amputation Texture Index: " .. tostring(matchedIndex))
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return matchedIndex - 1
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end
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@@ -75,13 +77,12 @@ end
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---Deletes all the old amputation items, used for resets
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---@param playerObj IsoPlayer
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function ItemsController.Player.DeleteAllOldAmputationItems(playerObj)
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-- This part is a workaround for a pretty shitty implementation on the java side. Check ProsthesisHandler for more infos
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local group = BodyLocations.getGroup("Human")
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group:setMultiItem("TOC_Arm", false)
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group:setMultiItem("TOC_ArmProst", false)
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for i=1, #StaticData.LIMBS_STR do
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for i = 1, #StaticData.LIMBS_STR do
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local limbName = StaticData.LIMBS_STR[i]
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local clothItemName = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName
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local clothItem = playerObj:getInventory():FindAndReturn(clothItemName)
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@@ -93,7 +94,6 @@ function ItemsController.Player.DeleteAllOldAmputationItems(playerObj)
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group:setMultiItem("TOC_Arm", true)
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group:setMultiItem("TOC_ArmProst", true)
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end
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---Spawns and equips the correct amputation item to the player.
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@@ -109,7 +109,31 @@ function ItemsController.Player.SpawnAmputationItem(playerObj, limbName)
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playerObj:setWornItem(clothingItem:getBodyLocation(), clothingItem)
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end
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---Search through worn items and modifies a specific amputation item
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---@param playerObj IsoPlayer
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---@param limbName string
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---@param isCicatrized boolean
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function ItemsController.Player.OverrideAmputationItemVisuals(playerObj, limbName, isCicatrized)
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local wornItems = playerObj:getWornItems()
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local fullType = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName
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for i = 1, wornItems:size() do
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local it = wornItems:get(i - 1)
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if it then
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local wornItem = wornItems:get(i - 1):getItem()
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TOC_DEBUG.print(wornItem:getFullType())
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if wornItem:getFullType() == fullType then
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TOC_DEBUG.print("Found amputation item for " .. limbName)
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-- change it here
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local texId = ItemsController.Player.GetAmputationTexturesIndex(playerObj, isCicatrized)
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wornItem:getVisual():setTextureChoice(texId)
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playerObj:resetModelNextFrame() -- necessary to update the model
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return
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end
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end
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end
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end
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--* Zombie Methods *--
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---@class ItemsController.Zombie
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@@ -135,14 +159,14 @@ end
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function ItemsController.Zombie.GetAmputationTexturesIndex(zombie)
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local x = zombie:getHumanVisual():getSkinTexture()
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-- Starting ID for zombies = 10
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-- Starting ID for zombies = 20
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-- 3 levels
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local matchedIndex = tonumber(x:match("ZedBody0(%d)")) - 1
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matchedIndex = matchedIndex * 3
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local level = tonumber(x:match("%d$")) - 1 -- it's from 1 to 3, but we're using it like 0 indexed arrays
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local finalId = 10 + matchedIndex + level
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local finalId = 20 + matchedIndex + level
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--print("Zombie texture index: " .. tostring(finalId))
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return finalId
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end
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@@ -262,6 +262,9 @@ function LocalPlayerController.UpdateAmputations()
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if cicTime <= 0 then
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TOC_DEBUG.print(tostring(limbName) .. " is cicatrized")
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dcInst:setIsCicatrized(limbName, true)
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-- Set visual
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local ItemsController = require("TOC/Controllers/ItemsController")
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ItemsController.Player.OverrideAmputationItemVisuals(pl, limbName, true)
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end
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end
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end
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@@ -304,7 +307,6 @@ function LocalPlayerController.CanItemBeEquipped(itemObj, limbName)
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return true
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end
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--- Drop all items from the affected limb
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---@param limbName string
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function LocalPlayerController.DropItemsAfterAmputation(limbName)
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