4 Commits

Author SHA1 Message Date
ZioPao
839ce002a3 More tests 2025-10-04 15:05:33 +02:00
ZioPao
49eee7ce84 fix: 42.12 new bodyloc 2025-10-04 04:23:12 +02:00
ZioPao
1c72647d40 fix: fix for cheat prevention with both hands feasibility to false 2025-10-04 04:22:26 +02:00
ZioPao
a9a7063287 fix: override for both hands interaction for b42 and cheat prevention 2025-10-04 04:22:04 +02:00
137 changed files with 262 additions and 335 deletions

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@@ -25,16 +25,16 @@ local og_ISUnequipAction_complete = ISUnequipAction.complete
function ISUnequipAction:complete() function ISUnequipAction:complete()
-- Horrendous workaround. For B42, as of now, it will basically happen two times, once with :perform and once with :complete. Shouldn't -- Horrendous workaround. For B42, as of now, it will basically happen two times, once with :perform and once with :complete. Shouldn't
-- matter for performance but it's really ugly. -- matter for performance but it's really ugly.
-- local isProst = ProsthesisHandler.SearchAndSetupProsthesis(self.item, false) local isProst = ProsthesisHandler.SearchAndSetupProsthesis(self.item, false)
-- local group local group
-- if isProst then if isProst then
-- group = BodyLocations.getGroup("Human") group = BodyLocations.getGroup("Human")
-- group:setMultiItem("TOC_ArmProst", false) group:setMultiItem("TOC_ArmProst", false)
-- end end
og_ISUnequipAction_complete(self) og_ISUnequipAction_complete(self)
-- if isProst then if isProst then
-- group:setMultiItem("TOC_ArmProst", true) group:setMultiItem("TOC_ArmProst", true)
-- end end
end end

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@@ -1,53 +0,0 @@
module TOC
{
imports
{
Base
}
/*************Craft Prosthetics*******************/
craftRecipe Craft Prosthetic Arm
{
timedAction = BuildMetalStructureSmall,
Time = 150,
Tags = InHandCraft,
category = Welding,
NeedToBeLearn = false,
SkillRequired = MetalWelding:4,
xpAward = MetalWelding:50,
inputs
{
item 4 [MetalPipe],
item 2 [Plank],
item 4 [Base.BlowTorch] flags[DontRecordInput],
item 4 [Base.WeldingRods] flags[DontRecordInput],
}
outputs
{
item 1 TOC.Prost_NormalArm_L,
}
}
craftRecipe Craft Prosthetic Hook
{
timedAction = BuildMetalStructureSmall,
Time = 100,
Tags = InHandCraft,
category = Welding,
NeedToBeLearn = false,
SkillRequired = MetalWelding:2,
xpAward = MetalWelding:30,
inputs
{
item 2 [MetalPipe],
item 1 [Plank],
item 4 [Base.BlowTorch] flags[DontRecordInput],
item 2 [Base.WeldingRods] flags[DontRecordInput],
}
outputs
{
item 1 TOC.Prost_HookArm_L,
}
}
}

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@@ -4,7 +4,7 @@ description=You've been bitten. You have only two choices.
id=TheOnlyCure id=TheOnlyCure
icon=icon.png icon=icon.png
url=https://github.com/ZioPao/The-Only-Cure url=https://github.com/ZioPao/The-Only-Cure
modversion=2.2.2 modversion=2.2
versionMin=42.6 versionMin=42.6
loadModAfter=\FancyHandwork,\BrutalHandwork,\TwoWeaponsOnBackRework loadModAfter=\FancyHandwork,\BrutalHandwork,\TwoWeaponsOnBackRework

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@@ -1,16 +1,17 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<clothingItem> <clothingItem>
<m_MaleModel>Amputation\Amputation_Left_LowerArm_Male</m_MaleModel> <m_MaleModel>Amputation\Amputation_FA_LR</m_MaleModel>
<m_FemaleModel>Amputation\Amputation_Left_LowerArm_Female</m_FemaleModel> <m_FemaleModel>Amputation\Amputation_Left_LowerArm_Female</m_FemaleModel>
<m_GUID>d3816fe0-48e1-4cf5-a8e4-48c72595edb4</m_GUID> <m_GUID>d3816fe0-48e1-4cf5-a8e4-48c72595edb4</m_GUID>
<m_Static>false</m_Static> <m_Static>false</m_Static>
<m_AllowRandomHue>false</m_AllowRandomHue> <m_AllowRandomHue>false</m_AllowRandomHue>
<m_AllowRandomTint>false</m_AllowRandomTint> <m_AllowRandomTint>false</m_AllowRandomTint>
<m_Masks>4</m_Masks> <m_UnderlayMasksFolder>media/textures/Amputations/Masks/TestDouble</m_UnderlayMasksFolder>
<m_Masks>3</m_Masks>
<m_Masks>4</m_Masks>
<m_Masks>6</m_Masks>
<!-- <m_UnderlayMasksFolder>media/textures/Amputations/Masks</m_UnderlayMasksFolder> -->
<!-- HUMAN --> <!-- HUMAN -->

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@@ -0,0 +1,61 @@
<?xml version="1.0" encoding="utf-8"?>
<clothingItem>
<m_MaleModel>Amputation\Amputation_FA_LR</m_MaleModel>
<m_FemaleModel>Amputation\Amputation_FA_LR</m_FemaleModel>
<m_GUID>8e5bc1b4-d79b-4a17-b86b-71dab6ace816</m_GUID>
<m_Static>false</m_Static>
<m_AllowRandomHue>false</m_AllowRandomHue>
<m_AllowRandomTint>false</m_AllowRandomTint>
<m_Masks>4</m_Masks>
<m_Masks>6</m_Masks>
<!-- HUMAN -->
<textureChoices>Amputations\Human\Forearm\skin01_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin02_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin03_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin04_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin05_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin01_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin02_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin03_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin04_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin05_hairy_b</textureChoices>
<!-- HUMAN AFTER CICATRIZATION -->
<textureChoices>Body\MaleBody01</textureChoices>
<textureChoices>Body\MaleBody02</textureChoices>
<textureChoices>Body\MaleBody03</textureChoices>
<textureChoices>Body\MaleBody04</textureChoices>
<textureChoices>Body\MaleBody05</textureChoices>
<textureChoices>Body\MaleBody01a</textureChoices>
<textureChoices>Body\MaleBody02a</textureChoices>
<textureChoices>Body\MaleBody03a</textureChoices>
<textureChoices>Body\MaleBody04</textureChoices>
<textureChoices>Body\MaleBody05a</textureChoices>
<!-- ZOMBIE -->
<textureChoices>Amputations\Zombie\Forearm\z_skin01_l1</textureChoices>
<textureChoices>Amputations\Zombie\Forearm\z_skin01_l2</textureChoices>
<textureChoices>Amputations\Zombie\Forearm\z_skin01_l3</textureChoices>
<textureChoices>Amputations\Zombie\Forearm\z_skin02_l1</textureChoices>
<textureChoices>Amputations\Zombie\Forearm\z_skin02_l2</textureChoices>
<textureChoices>Amputations\Zombie\Forearm\z_skin02_l3</textureChoices>
<textureChoices>Amputations\Zombie\Forearm\z_skin03_l1</textureChoices>
<textureChoices>Amputations\Zombie\Forearm\z_skin03_l2</textureChoices>
<textureChoices>Amputations\Zombie\Forearm\z_skin03_l3</textureChoices>
<textureChoices>Amputations\Zombie\Forearm\z_skin04_l1</textureChoices>
<textureChoices>Amputations\Zombie\Forearm\z_skin04_l2</textureChoices>
<textureChoices>Amputations\Zombie\Forearm\z_skin04_l3</textureChoices>
</clothingItem>

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@@ -9,8 +9,6 @@
<m_Masks>5</m_Masks> <m_Masks>5</m_Masks>
<m_Masks>6</m_Masks> <m_Masks>6</m_Masks>
<!-- <m_UnderlayMasksFolder>media/textures/Amputations/Masks</m_UnderlayMasksFolder> -->
<!-- HUMAN --> <!-- HUMAN -->
<textureChoices>Amputations\Human\Forearm\skin01_b</textureChoices> <textureChoices>Amputations\Human\Forearm\skin01_b</textureChoices>

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@@ -7,33 +7,18 @@
<m_AllowRandomHue>false</m_AllowRandomHue> <m_AllowRandomHue>false</m_AllowRandomHue>
<m_AllowRandomTint>false</m_AllowRandomTint> <m_AllowRandomTint>false</m_AllowRandomTint>
<m_Masks>4</m_Masks> <m_Masks>4</m_Masks>
<!-- <m_MasksFolder>none</m_MasksFolder> --> <m_MasksFolder>none</m_MasksFolder>
<!-- HUMAN --> <!-- HUMAN -->
<textureChoices>Amputations\Human\Hand\skin01_b</textureChoices> <textureChoices>Amputations\Human\Forearm\skin01_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin02_b</textureChoices> <textureChoices>Amputations\Human\Forearm\skin02_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin03_b</textureChoices> <textureChoices>Amputations\Human\Forearm\skin03_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin04_b</textureChoices> <textureChoices>Amputations\Human\Forearm\skin04_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin05_b</textureChoices> <textureChoices>Amputations\Human\Forearm\skin05_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin01_hairy_b</textureChoices> <textureChoices>Amputations\Human\Forearm\skin01_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin02_hairy_b</textureChoices> <textureChoices>Amputations\Human\Forearm\skin02_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin03_hairy_b</textureChoices> <textureChoices>Amputations\Human\Forearm\skin03_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin04_hairy_b</textureChoices> <textureChoices>Amputations\Human\Forearm\skin04_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin05_hairy_b</textureChoices> <textureChoices>Amputations\Human\Forearm\skin05_hairy_b</textureChoices>
<!-- HUMAN AFTER CICATRIZATION -->
<textureChoices>Body\MaleBody01</textureChoices>
<textureChoices>Body\MaleBody02</textureChoices>
<textureChoices>Body\MaleBody03</textureChoices>
<textureChoices>Body\MaleBody04</textureChoices>
<textureChoices>Body\MaleBody05</textureChoices>
<textureChoices>Body\MaleBody01a</textureChoices>
<textureChoices>Body\MaleBody02a</textureChoices>
<textureChoices>Body\MaleBody03a</textureChoices>
<textureChoices>Body\MaleBody04</textureChoices>
<textureChoices>Body\MaleBody05a</textureChoices>
</clothingItem> </clothingItem>

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@@ -6,32 +6,18 @@
<m_AllowRandomHue>false</m_AllowRandomHue> <m_AllowRandomHue>false</m_AllowRandomHue>
<m_AllowRandomTint>false</m_AllowRandomTint> <m_AllowRandomTint>false</m_AllowRandomTint>
<m_Masks>6</m_Masks> <m_Masks>6</m_Masks>
<!-- <m_MasksFolder>none</m_MasksFolder> --> <m_MasksFolder>none</m_MasksFolder>
<!-- HUMAN --> <!-- HUMAN -->
<textureChoices>Amputations\Human\Hand\skin01_b</textureChoices> <textureChoices>Amputations\Human\Forearm\skin01_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin02_b</textureChoices> <textureChoices>Amputations\Human\Forearm\skin02_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin03_b</textureChoices> <textureChoices>Amputations\Human\Forearm\skin03_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin04_b</textureChoices> <textureChoices>Amputations\Human\Forearm\skin04_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin05_b</textureChoices> <textureChoices>Amputations\Human\Forearm\skin05_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin01_hairy_b</textureChoices> <textureChoices>Amputations\Human\Forearm\skin01_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin02_hairy_b</textureChoices> <textureChoices>Amputations\Human\Forearm\skin02_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin03_hairy_b</textureChoices> <textureChoices>Amputations\Human\Forearm\skin03_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin04_hairy_b</textureChoices> <textureChoices>Amputations\Human\Forearm\skin04_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin05_hairy_b</textureChoices> <textureChoices>Amputations\Human\Forearm\skin05_hairy_b</textureChoices>
<!-- HUMAN AFTER CICATRIZATION -->
<textureChoices>Body\MaleBody01</textureChoices>
<textureChoices>Body\MaleBody02</textureChoices>
<textureChoices>Body\MaleBody03</textureChoices>
<textureChoices>Body\MaleBody04</textureChoices>
<textureChoices>Body\MaleBody05</textureChoices>
<textureChoices>Body\MaleBody01a</textureChoices>
<textureChoices>Body\MaleBody02a</textureChoices>
<textureChoices>Body\MaleBody03a</textureChoices>
<textureChoices>Body\MaleBody04</textureChoices>
<textureChoices>Body\MaleBody05a</textureChoices>
</clothingItem> </clothingItem>

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@@ -9,8 +9,6 @@
<m_Masks>3</m_Masks> <m_Masks>3</m_Masks>
<m_Masks>4</m_Masks> <m_Masks>4</m_Masks>
<!-- <m_UnderlayMasksFolder>media/textures/Amputations/Masks</m_UnderlayMasksFolder> -->
<!-- HUMAN --> <!-- HUMAN -->
<textureChoices>Amputations\Human\Upperarm\skin01_b</textureChoices> <textureChoices>Amputations\Human\Upperarm\skin01_b</textureChoices>
<textureChoices>Amputations\Human\Upperarm\skin02_b</textureChoices> <textureChoices>Amputations\Human\Upperarm\skin02_b</textureChoices>

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@@ -8,8 +8,7 @@
<m_AllowRandomTint>false</m_AllowRandomTint> <m_AllowRandomTint>false</m_AllowRandomTint>
<m_Masks>5</m_Masks> <m_Masks>5</m_Masks>
<m_Masks>6</m_Masks> <m_Masks>6</m_Masks>
<!-- <m_UnderlayMasksFolder>media/textures/Amputations/Masks</m_UnderlayMasksFolder> -->
<!-- HUMAN --> <!-- HUMAN -->
<textureChoices>Amputations\Human\Upperarm\skin01_b</textureChoices> <textureChoices>Amputations\Human\Upperarm\skin01_b</textureChoices>
<textureChoices>Amputations\Human\Upperarm\skin02_b</textureChoices> <textureChoices>Amputations\Human\Upperarm\skin02_b</textureChoices>

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@@ -1,15 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<clothingItem>
<m_MaleModel></m_MaleModel>
<m_FemaleModel></m_FemaleModel>
<m_GUID>c99332ec-18fa-4d37-9049-9e6f6f7468e5</m_GUID>
<m_Static>false</m_Static>
<m_AllowRandomHue>false</m_AllowRandomHue>
<m_AllowRandomTint>false</m_AllowRandomTint>
<m_AttachBone></m_AttachBone>
<m_BaseTextures>bodydmg\malebody01_bandages_lower_left_arm</m_BaseTextures>
<m_BaseTextures>Amputations\Bandages\MaleBody01_bandages_lower_left_arm</m_BaseTextures>
<m_BaseTextures>Amputations\Bandages\test</m_BaseTextures>
</clothingItem>

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@@ -57,5 +57,11 @@
<guid>9a5fe063-63c7-4e6f-81ca-ee77c6678e0d</guid> <guid>9a5fe063-63c7-4e6f-81ca-ee77c6678e0d</guid>
</files> </files>
<!-- TEST -->
<files>
<path>media/clothing/clothingItems/Amputation_ForeArm_LR.xml</path>
<guid>8e5bc1b4-d79b-4a17-b86b-71dab6ace816</guid>
</files>
</fileGuidTable> </fileGuidTable>

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@@ -17,6 +17,7 @@ ItemsController.Player = {}
---@return number ---@return number
---@private ---@private
function ItemsController.Player.GetAmputationTexturesIndex(playerObj, isCicatrized) function ItemsController.Player.GetAmputationTexturesIndex(playerObj, isCicatrized)
-- todo
local textureString = playerObj:getHumanVisual():getSkinTexture() local textureString = playerObj:getHumanVisual():getSkinTexture()
local isHairy = textureString:sub(-1) == "a" local isHairy = textureString:sub(-1) == "a"

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@@ -64,18 +64,18 @@ end
---@param obj any self ---@param obj any self
---@param wrappedFunc function ---@param wrappedFunc function
function TourniquetController.WrapClothingAction(obj, wrappedFunc) function TourniquetController.WrapClothingAction(obj, wrappedFunc)
-- local isTourniquet = TourniquetController.IsItemTourniquet(obj.item:getFullType()) local isTourniquet = TourniquetController.IsItemTourniquet(obj.item:getFullType())
-- local group local group
-- if isTourniquet then if isTourniquet then
-- group = BodyLocations.getGroup("Human") group = BodyLocations.getGroup("Human")
-- group:setMultiItem(TourniquetController.bodyLoc, false) group:setMultiItem(TourniquetController.bodyLoc, false)
-- end end
local ogValue = wrappedFunc(obj) local ogValue = wrappedFunc(obj)
-- if isTourniquet then if isTourniquet then
-- group:setMultiItem(TourniquetController.bodyLoc, true) group:setMultiItem(TourniquetController.bodyLoc, true)
-- end end
return ogValue -- Needed for isValid return ogValue -- Needed for isValid
end end

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@@ -9,8 +9,8 @@ local OverridenMethodsArchive = require("TOC/OverridenMethodsArchive")
---@class ProsthesisHandler ---@class ProsthesisHandler
local ProsthesisHandler = {} local ProsthesisHandler = {}
local bodylocArmProstBaseline = "TOC_ArmProst" local bodyLocArmProst = StaticData.MOD_BODYLOCS_BASE_IND_STR.TOC_ArmProst
--local bodyLocLegProst = "TOC_LegProst" local bodyLocLegProst = StaticData.MOD_BODYLOCS_BASE_IND_STR.TOC_LegProst
---Check if the following item is a prosthesis or not ---Check if the following item is a prosthesis or not
---@param item InventoryItem? ---@param item InventoryItem?
@@ -23,7 +23,7 @@ function ProsthesisHandler.CheckIfProst(item)
return false return false
end end
return item:getBodyLocation():contains(bodylocArmProstBaseline) return item:getBodyLocation():contains(bodyLocArmProst)
end end
---Get the grouping for the prosthesis ---Get the grouping for the prosthesis
@@ -33,10 +33,13 @@ function ProsthesisHandler.GetGroup(item)
local fullType = item:getFullType() local fullType = item:getFullType()
local side = CommonMethods.GetSide(fullType) local side = CommonMethods.GetSide(fullType)
local bodyLocation = item:getBodyLocation() local bodyLocation = item:getBodyLocation()
local position local position
if bodyLocation:contains(bodylocArmProstBaseline) then if bodyLocation == bodyLocArmProst then
position = "Top_" position = "Top_"
elseif bodyLocation == bodyLocLegProst then
position = "Bottom_"
else else
TOC_DEBUG.print("Something is wrong, no position in this item") TOC_DEBUG.print("Something is wrong, no position in this item")
position = nil position = nil
@@ -164,15 +167,15 @@ function ISUnequipAction:perform()
]] ]]
local isProst = ProsthesisHandler.SearchAndSetupProsthesis(self.item, false) local isProst = ProsthesisHandler.SearchAndSetupProsthesis(self.item, false)
-- local group local group
-- if isProst then if isProst then
-- group = BodyLocations.getGroup("Human") group = BodyLocations.getGroup("Human")
-- group:setMultiItem("TOC_ArmProst", false) group:setMultiItem("TOC_ArmProst", false)
-- end end
og_ISUnequipAction_perform(self) og_ISUnequipAction_perform(self)
if isProst then if isProst then
-- group:setMultiItem("TOC_ArmProst", true) group:setMultiItem("TOC_ArmProst", true)
-- we need to fetch the limbname associated to the prosthesis -- we need to fetch the limbname associated to the prosthesis
local side = CommonMethods.GetSide(self.item:getFullType()) local side = CommonMethods.GetSide(self.item:getFullType())

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@@ -6,7 +6,7 @@ require("TOC/Events")
---@class Main ---@class Main
local Main = { local Main = {
_version = "2.2.2" _version = "2.1.6"
} }
function Main.Start() function Main.Start()

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@@ -143,6 +143,26 @@ function ISHealthPanel:render()
end end
-- local og_ISHealthPanel_update = ISHealthPanel.update
-- function ISHealthPanel:update()
-- og_ISHealthPanel_update(self)
-- -- TODO Listen for changes on other player side instead of looping this
-- -- FIX Re-enable it, just for test
-- if self.character then
-- local locPlUsername = getPlayer():getUsername()
-- local remPlUsername = self.character:getUsername()
-- if locPlUsername ~= remPlUsername and self:isReallyVisible() then
-- -- Request update for TOC DATA
-- local key = CommandsData.GetKey(remPlUsername)
-- --ModData.request(key)
-- end
-- end
-- end
-- We need to override this to force the alpha to 1 -- We need to override this to force the alpha to 1
local og_ISCharacterInfoWindow_render = ISCharacterInfoWindow.prerender local og_ISCharacterInfoWindow_render = ISCharacterInfoWindow.prerender
function ISCharacterInfoWindow:prerender() function ISCharacterInfoWindow:prerender()

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@@ -33,17 +33,15 @@ function BaseHandler:checkItems()
local containers = ISInventoryPaneContextMenu.getContainers(self:getDoctor()) local containers = ISInventoryPaneContextMenu.getContainers(self:getDoctor())
local done = {} local done = {}
local childContainers = {} local childContainers = {}
if containers ~= nil then for i=1,containers:size() do
for i=1, containers:size() do local container = containers:get(i-1)
local container = containers:get(i-1) done[container] = true
done[container] = true table.wipe(childContainers)
table.wipe(childContainers) self:checkContainerItems(container, childContainers)
self:checkContainerItems(container, childContainers) for _,container2 in ipairs(childContainers) do
for _,container2 in ipairs(childContainers) do if not done[container2] then
if not done[container2] then done[container2] = true
done[container2] = true self:checkContainerItems(container2, nil)
self:checkContainerItems(container2, nil)
end
end end
end end
end end
@@ -103,7 +101,7 @@ function BaseHandler:getItemOfTag(items, type)
end end
function BaseHandler:getAllItemsOfType(items, type) function BaseHandler:getAllItemsOfType(items, type)
items = {} local items = {}
for _,item in ipairs(items) do for _,item in ipairs(items) do
if item:getFullType() == type then if item:getFullType() == type then
table.insert(items, item) table.insert(items, item)

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@@ -9,19 +9,8 @@ local group = BodyLocations.getGroup("Human")
---@type ArrayList ---@type ArrayList
local list = customGetVal(group, 1) local list = customGetVal(group, 1)
---@param bodyLoc string
function BodyLocationsAPI.New(bodyLoc)
local curItem
if StaticData.COMPAT_42 then
curItem = BodyLocation.new(group, bodyLoc) -- create new item
group:getAllLocations():add(curItem) -- add to the list
else
curItem = group:getOrCreateLocation(bodyLoc) -- get current item - or create
end
return curItem
end
-- TODO Not sure if this method actually works as intende with b42, but for our use case it's fine... -- TODO Not sure if this method actually works as intende with b42, but for our use case it's fine...
---@param toRelocateOrCreate string ---@param toRelocateOrCreate string
---@param locationElement string ---@param locationElement string
---@param afterBoolean boolean ---@param afterBoolean boolean
@@ -34,7 +23,14 @@ function BodyLocationsAPI.MoveOrCreateBeforeOrAfter(toRelocateOrCreate, location
-- Check type of arg 1 == string - if not, error out. -- Check type of arg 1 == string - if not, error out.
if type(toRelocateOrCreate) ~= "string" then error("Argument 1 is not of type string. Please re-check!", 2) end if type(toRelocateOrCreate) ~= "string" then error("Argument 1 is not of type string. Please re-check!", 2) end
local curItem = BodyLocationsAPI.New(toRelocateOrCreate) local curItem
if StaticData.COMPAT_42 then
curItem = BodyLocation.new(group, toRelocateOrCreate) -- create new item
group:getAllLocations():add(curItem) -- add to the list
else
curItem = group:getOrCreateLocation(toRelocateOrCreate) -- get current item - or create
end
list:remove(curItem) -- remove from the list list:remove(curItem) -- remove from the list
local index = group:indexOf(locationElement) -- get current index after removal of the location to move to local index = group:indexOf(locationElement) -- get current index after removal of the location to move to
if afterBoolean then index = index + 1 end -- if we want it after it, we increase the index to move to by one if afterBoolean then index = index + 1 end -- if we want it after it, we increase the index to move to by one
@@ -47,33 +43,29 @@ function BodyLocationsAPI.MoveOrCreateBeforeOrAfter(toRelocateOrCreate, location
end end
end end
function TestBodyLocations()
local group = BodyLocations.getGroup("Human")
local x = group:getAllLocations()
for i=0, x:size() -1 do
-- function TestBodyLocations() ---@type BodyLocation
-- local group = BodyLocations.getGroup("Human") local bl = x:get(i)
-- local x = group:getAllLocations()
-- for i=0, x:size() -1 do print(bl:getId())
end
-- ---@type BodyLocation end
-- local bl = x:get(i)
-- print(bl:getId())
-- end
-- end
-- MultiItem causes a ton of issues... fucking hell -- MultiItem causes a ton of issues... fucking hell
-- local curItem = BodyLocation.new(group, "TOC_Arm_L") -- BodyLocationsAPI.MoveOrCreateBeforeOrAfter("TOC_Arm", "Shirt", true)
-- group:getAllLocations():add(curItem) -- group:setMultiItem("TOC_Arm", true)
-- local curItem = BodyLocation.new(group, "TOC_Arm_R") local curItem = BodyLocation.new(group, "TOC_Arm") -- create new item
-- group:getAllLocations():add(curItem) group:getAllLocations():add(curItem) -- add to the list
BodyLocationsAPI.MoveOrCreateBeforeOrAfter("TOC_ArmProst", "TOC_Arm", true)
group:setMultiItem("TOC_ArmProst", true)
BodyLocationsAPI.New("TOC_Arm_L") BodyLocationsAPI.MoveOrCreateBeforeOrAfter("TOC_ArmAccessory", "TOC_ArmProst", true)
BodyLocationsAPI.New("TOC_Arm_R") group:setMultiItem("TOC_ArmAccessory", true)
BodyLocationsAPI.New("TOC_ArmProst_L")
BodyLocationsAPI.New("TOC_ArmProst_R")
BodyLocationsAPI.New("TOC_ArmAccessory_L")
BodyLocationsAPI.New("TOC_ArmAccessory_R")

View File

@@ -13,12 +13,10 @@ end
---Print debug ---Print debug
---@param string string ---@param string string
function TOC_DEBUG.print(string) function TOC_DEBUG.print(string)
if isDebugEnabled() then --if isDebugEnabled() then
local runningFile = TOC_DEBUG.getRunningFile() local runningFile = TOC_DEBUG.getRunningFile()
print("[TOC]" .. "[" .. runningFile .. "] " .. tostring(string)) print("[TOC]" .. "[" .. runningFile .. "] " .. tostring(string))
else --end
print(string)
end
end end
---Horrendous but I don't really care about performance for this ---Horrendous but I don't really care about performance for this

View File

@@ -49,14 +49,11 @@ StaticData.PARTS_STR = {
"UpperArm" "UpperArm"
} }
-- TODO make it a bit more elegant
StaticData.MOD_BODYLOCS_BASE_IND_STR = {
TOC_ArmProst_L = "TOC_ArmProst_L",
TOC_ArmProst_R = "TOC_ArmProst_R",
TOC_Arm_L = "TOC_Arm_L",
TOC_Arm_R = "TOC_Arm_R",
--TOC_LegProst = "TOC_LegProst", StaticData.MOD_BODYLOCS_BASE_IND_STR = {
TOC_ArmProst = "TOC_ArmProst",
TOC_LegProst = "TOC_LegProst",
TOC_Arm = "TOC_Arm",
} }
-- No "MAX" here. -- No "MAX" here.
@@ -152,7 +149,6 @@ StaticData.AMP_GROUPS_BASE_IND_STR = {
Bottom = "Bottom" Bottom = "Bottom"
} }
-- FIX This should be aligned with the body locs, no reason anymore to keep it separated
StaticData.AMP_GROUPS_IND_STR = {} StaticData.AMP_GROUPS_IND_STR = {}
StaticData.AMP_GROUPS_STR = {} StaticData.AMP_GROUPS_STR = {}

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@@ -9,10 +9,9 @@ module TOC
{ {
Type = Clothing, Type = Clothing,
DisplayCategory = Amputation, DisplayCategory = Amputation,
hidden = true,
ClothingItem = Amputation_Hand_R, ClothingItem = Amputation_Hand_R,
BodyLocation = TOC_Arm_R, BodyLocation = TOC_Arm,
Weight = 0, Weight = 0,
CombatSpeedModifier = 0.9, CombatSpeedModifier = 0.9,
@@ -28,10 +27,9 @@ module TOC
{ {
Type = Clothing, Type = Clothing,
DisplayCategory = Amputation, DisplayCategory = Amputation,
hidden = true,
ClothingItem = Amputation_ForeArm_R, ClothingItem = Amputation_ForeArm_R,
BodyLocation = TOC_Arm_R, BodyLocation = TOC_Arm,
Weight = 0, Weight = 0,
CombatSpeedModifier = 0.8, CombatSpeedModifier = 0.8,
@@ -46,10 +44,9 @@ module TOC
{ {
Type = Clothing, Type = Clothing,
DisplayCategory = Amputation, DisplayCategory = Amputation,
hidden = true,
ClothingItem = Amputation_UpperArm_R, ClothingItem = Amputation_UpperArm_R,
BodyLocation = TOC_Arm_R, BodyLocation = TOC_Arm,
BloodLocation = UpperArms;UpperBody, BloodLocation = UpperArms;UpperBody,
Weight = 0, Weight = 0,
CombatSpeedModifier = 0.7, CombatSpeedModifier = 0.7,
@@ -63,10 +60,9 @@ module TOC
{ {
Type = Clothing, Type = Clothing,
DisplayCategory = Amputation, DisplayCategory = Amputation,
hidden = true,
ClothingItem = Amputation_Hand_L, ClothingItem = Amputation_Hand_L,
BodyLocation = TOC_Arm_L, BodyLocation = TOC_Arm,
Weight = 0, Weight = 0,
CombatSpeedModifier = 0.9, CombatSpeedModifier = 0.9,
@@ -82,10 +78,9 @@ module TOC
{ {
Type = Clothing, Type = Clothing,
DisplayCategory = Amputation, DisplayCategory = Amputation,
hidden = true,
ClothingItem = Amputation_ForeArm_L, ClothingItem = Amputation_ForeArm_L,
BodyLocation = TOC_Arm_L, BodyLocation = TOC_Arm,
Weight = 0, Weight = 0,
CombatSpeedModifier = 0.8, CombatSpeedModifier = 0.8,
@@ -101,10 +96,9 @@ module TOC
{ {
Type = Clothing, Type = Clothing,
DisplayCategory = Amputation, DisplayCategory = Amputation,
hidden = true,
ClothingItem = Amputation_UpperArm_L, ClothingItem = Amputation_UpperArm_L,
BodyLocation = TOC_Arm_L, BodyLocation = TOC_Arm,
Weight = 0, Weight = 0,
CombatSpeedModifier = 0.7, CombatSpeedModifier = 0.7,
@@ -115,4 +109,24 @@ module TOC
CanHaveHoles = false, CanHaveHoles = false,
} }
item Amputation_FA_LR
{
Type = Clothing,
DisplayCategory = Amputation,
ClothingItem = Amputation_ForeArm_LR,
BodyLocation = TOC_Arm,
Weight = 0,
CombatSpeedModifier = 0.7,
BloodLocation = UpperArms;UpperBody,
Insulation = 1.0,
WindResistance = 1.0,
WaterResistance = 1.0,
CanHaveHoles = false,
}
} }

View File

@@ -16,7 +16,7 @@ module TOC
ClothingItemExtra = Prost_HookArm_R, ClothingItemExtra = Prost_HookArm_R,
ClothingItemExtraOption = InstallProstRight, ClothingItemExtraOption = InstallProstRight,
clothingExtraSubmenu = InstallProstLeft, clothingExtraSubmenu = InstallProstLeft,
BodyLocation = TOC_ArmProst_L, BodyLocation = TOC_ArmProst,
Weight = 1.5, Weight = 1.5,
CombatSpeedModifier = 1.05, CombatSpeedModifier = 1.05,
BloodLocation = UpperArms;UpperBody, BloodLocation = UpperArms;UpperBody,
@@ -38,7 +38,7 @@ module TOC
ClothingItemExtra = Prost_HookArm_L, ClothingItemExtra = Prost_HookArm_L,
ClothingItemExtraOption = InstallProstLeft, ClothingItemExtraOption = InstallProstLeft,
clothingExtraSubmenu = InstallProstRight, clothingExtraSubmenu = InstallProstRight,
BodyLocation = TOC_ArmProst_R, BodyLocation = TOC_ArmProst,
Weight = 1.5, Weight = 1.5,
CombatSpeedModifier = 1.05, CombatSpeedModifier = 1.05,
BloodLocation = UpperArms;UpperBody, BloodLocation = UpperArms;UpperBody,
@@ -60,7 +60,7 @@ module TOC
ClothingItemExtra = Prost_NormalArm_R, ClothingItemExtra = Prost_NormalArm_R,
ClothingItemExtraOption = InstallProstRight, ClothingItemExtraOption = InstallProstRight,
clothingExtraSubmenu = InstallProstLeft, clothingExtraSubmenu = InstallProstLeft,
BodyLocation = TOC_ArmProst_L, BodyLocation = TOC_ArmProst,
Weight = 2, Weight = 2,
CombatSpeedModifier = 1.1, CombatSpeedModifier = 1.1,
BloodLocation = UpperArms;UpperBody, BloodLocation = UpperArms;UpperBody,
@@ -82,7 +82,7 @@ module TOC
ClothingItemExtra = Prost_NormalArm_L, ClothingItemExtra = Prost_NormalArm_L,
ClothingItemExtraOption = InstallProstLeft, ClothingItemExtraOption = InstallProstLeft,
clothingExtraSubmenu = InstallProstRight, clothingExtraSubmenu = InstallProstRight,
BodyLocation = TOC_ArmProst_R, BodyLocation = TOC_ArmProst,
Weight = 2, Weight = 2,
CombatSpeedModifier = 1.1, CombatSpeedModifier = 1.1,
BloodLocation = UpperArms;UpperBody, BloodLocation = UpperArms;UpperBody,

View File

@@ -15,7 +15,7 @@ module TOC
ClothingItemExtra = Surg_Arm_Tourniquet_R, ClothingItemExtra = Surg_Arm_Tourniquet_R,
ClothingItemExtraOption = PutTourniquetArmRight, ClothingItemExtraOption = PutTourniquetArmRight,
clothingExtraSubmenu = PutTourniquetArmLeft, clothingExtraSubmenu = PutTourniquetArmLeft,
BodyLocation = TOC_ArmAccessory_L, BodyLocation = TOC_ArmAccessory,
BloodLocation = UpperArms;UpperBody, BloodLocation = UpperArms;UpperBody,
Weight = 0.25, Weight = 0.25,
@@ -35,7 +35,7 @@ module TOC
ClothingItemExtra = Surg_Arm_Tourniquet_L, ClothingItemExtra = Surg_Arm_Tourniquet_L,
ClothingItemExtraOption = PutTourniquetArmLeft, ClothingItemExtraOption = PutTourniquetArmLeft,
clothingExtraSubmenu = PutTourniquetArmRight, clothingExtraSubmenu = PutTourniquetArmRight,
BodyLocation = TOC_ArmAccessory_R, BodyLocation = TOC_ArmAccessory,
BloodLocation = UpperArms;UpperBody, BloodLocation = UpperArms;UpperBody,
Weight = 0.25, Weight = 0.25,

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