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4 Commits
dev
...
dev-fix-se
| Author | SHA1 | Date | |
|---|---|---|---|
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839ce002a3 | ||
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49eee7ce84 | ||
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1c72647d40 | ||
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a9a7063287 |
36
.vscode/tasks.json
vendored
@@ -9,7 +9,12 @@
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||||
"options": {"statusbar": {"label": "$(combine) Assemble Mod - B42"}},
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"command": "python ${config:zomboid_user_folder}/PaosCrap/make_workshop_pack.py \"42\" \"picch\" \"${workspaceFolderBasename}\" \"\"",
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},
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{
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"label": "Create Workshop folder",
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"type": "shell",
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"options": {"statusbar": {"label": "$(combine) Assemble Mod - B41"}},
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"command": "python ${config:zomboid_user_folder}/PaosCrap/make_workshop_pack.py \"41\" \"picch\" \"${workspaceFolderBasename}\" \"\"",
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},
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{
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"label": "Create Workshop folder",
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"type": "shell",
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@@ -28,27 +33,24 @@
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"presentation": {
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"group": "groupZomboid"
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},
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"command": "\"${config:zomboid_folder_b42}\\ProjectZomboid64_Debug_NoSteam.bat\"",
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"command": "\"${config:zomboid_folder_b42}\\ProjectZomboid64 - nosteam-debug 42.bat\"",
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"options": {"statusbar": {"label": "$(run) Zomboid client (42)"}},
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"problemMatcher": [
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"$eslint-stylish"
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]
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},
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{
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"label": "Run Zomboid Debug No Steam (42) - 2nd Instance",
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"label": "Run Zomboid Debug No Steam (41)",
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"type": "shell",
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"presentation": {
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"group": "groupZomboid"
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},
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"command": "\"${config:zomboid_folder_b42}\\ProjectZomboid64_Debug_NoSteam.bat\"",
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"options": {"statusbar": {"label": "$(run) Zomboid client (42) - 2nd Instance"}},
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"command": "\"${config:zomboid_folder_b41}\\ProjectZomboid64 - nosteam-debug.bat\"",
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"options": {"statusbar": {"label": "$(run) Zomboid client (41)"}},
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"problemMatcher": [
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"$eslint-stylish"
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]
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},
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// {
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// "label": "Run Zomboid Debug No Steam",
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// "type": "shell",
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@@ -82,15 +84,15 @@
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// "Run Zomboid Debug No Steam", "Run Zomboid Debug No Steam 2"],
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// "problemMatcher": []
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// },
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{
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"label": "Run Zomboid Test Server",
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"options": {"statusbar": {"label": "$(run) Zomboid Server (TOC)"}},
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"type": "shell",
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"command":"\"${config:zomboid_server_folder}\\StartServer64_nosteam_custom.bat\" TOC",
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"problemMatcher": [
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"$eslint-stylish"
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]
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},
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// {
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// "label": "Run Zomboid Test Server",
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// "options": {"statusbar": {"label": "$(run) Zomboid Server (TOC)"}},
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// "type": "shell",
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// "command":"\"${config:zomboid_server_folder}\\StartServer64_nosteam_custom.bat\" TOC",
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// "problemMatcher": [
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// "$eslint-stylish"
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// ]
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// },
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// {
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// "label": "Run Zomboid Test Server 2",
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// "options": {"statusbar": {"label": "$(run) Zomboid Server (TOC+FH+BH)"}},
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@@ -1,39 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<clothingItem>
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<m_MaleModel>Amputation\Amputation_Left_Hand_Male</m_MaleModel>
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<m_FemaleModel>Amputation\Amputation_Left_Hand_Female</m_FemaleModel>
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<m_GUID>2de93af2-b7a8-4c04-84d1-28d92cce8a0f</m_GUID>
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<m_Static>false</m_Static>
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<m_AllowRandomHue>false</m_AllowRandomHue>
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<m_AllowRandomTint>false</m_AllowRandomTint>
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<m_Masks>4</m_Masks>
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<!-- <m_MasksFolder>none</m_MasksFolder> -->
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<!-- HUMAN -->
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<textureChoices>Amputations\Human\Hand\skin01_b</textureChoices>
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<textureChoices>Amputations\Human\Hand\skin02_b</textureChoices>
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<textureChoices>Amputations\Human\Hand\skin03_b</textureChoices>
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<textureChoices>Amputations\Human\Hand\skin04_b</textureChoices>
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<textureChoices>Amputations\Human\Hand\skin05_b</textureChoices>
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<textureChoices>Amputations\Human\Hand\skin01_hairy_b</textureChoices>
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<textureChoices>Amputations\Human\Hand\skin02_hairy_b</textureChoices>
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<textureChoices>Amputations\Human\Hand\skin03_hairy_b</textureChoices>
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<textureChoices>Amputations\Human\Hand\skin04_hairy_b</textureChoices>
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<textureChoices>Amputations\Human\Hand\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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</clothingItem>
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@@ -1,37 +0,0 @@
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<clothingItem>
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<m_MaleModel>Amputation\Amputation_Right_Hand_Male</m_MaleModel>
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<m_FemaleModel>Amputation\Amputation_Right_Hand_Female</m_FemaleModel>
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<m_GUID>f114e53a-b92e-4639-8d8c-2b43ab981885</m_GUID>
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<m_Static>false</m_Static>
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<m_AllowRandomHue>false</m_AllowRandomHue>
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<m_AllowRandomTint>false</m_AllowRandomTint>
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<m_Masks>6</m_Masks>
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<!-- <m_MasksFolder>none</m_MasksFolder> -->
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<!-- HUMAN -->
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<textureChoices>Amputations\Human\Hand\skin01_b</textureChoices>
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<textureChoices>Amputations\Human\Hand\skin02_b</textureChoices>
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<textureChoices>Amputations\Human\Hand\skin03_b</textureChoices>
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<textureChoices>Amputations\Human\Hand\skin04_b</textureChoices>
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<textureChoices>Amputations\Human\Hand\skin05_b</textureChoices>
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<textureChoices>Amputations\Human\Hand\skin01_hairy_b</textureChoices>
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<textureChoices>Amputations\Human\Hand\skin02_hairy_b</textureChoices>
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<textureChoices>Amputations\Human\Hand\skin03_hairy_b</textureChoices>
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<textureChoices>Amputations\Human\Hand\skin04_hairy_b</textureChoices>
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<textureChoices>Amputations\Human\Hand\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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</clothingItem>
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@@ -0,0 +1,10 @@
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local LimitActionsController = require("TOC/Controllers/LimitActionsController") -- declared in common
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local OverridenMethodsArchive = require("TOC/OverridenMethodsArchive")
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local og_ISClothingExtraAction_isValid = OverridenMethodsArchive.Get("ISClothingExtraAction_isValid")
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---@diagnostic disable-next-line: duplicate-set-field
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function ISClothingExtraAction:isValid()
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-- TOC_DEBUG.print("Inside ISClothingExtraAction:isValid 42")
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-- TOC_DEBUG.print(OverridenMethodsArchive.Get("ISClothingExtraAction_isValid"))
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return LimitActionsController.WrapClothingAction(self, og_ISClothingExtraAction_isValid, instanceItem(self.extra))
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end
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40
42/media/lua/client/TOC-42/Handlers/ProsthesisHandler.lua
Normal file
@@ -0,0 +1,40 @@
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local ProsthesisHandler = require("TOC/Handlers/ProsthesisHandler") -- declared in common
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local OverridenMethodsArchive = require("TOC/OverridenMethodsArchive")
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local og_ISClothingExtraAction_isValid = OverridenMethodsArchive.Get("ISClothingExtraAction_isValid")
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---@diagnostic disable-next-line: duplicate-set-field
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function ISClothingExtraAction:isValid()
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local isEquippable = og_ISClothingExtraAction_isValid(self)
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-- self.extra is a string, not the item
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local testItem = instanceItem(self.extra)
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return ProsthesisHandler.Validate(testItem, isEquippable)
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end
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local og_ISClothingExtraAction_perform = OverridenMethodsArchive.Get("ISClothingExtraAction_perform")
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function ISClothingExtraAction:perform()
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local extraItem = instanceItem(self.extra)
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ProsthesisHandler.SearchAndSetupProsthesis(extraItem, true)
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og_ISClothingExtraAction_perform(self)
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end
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local og_ISUnequipAction_complete = ISUnequipAction.complete
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function ISUnequipAction:complete()
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-- Horrendous workaround. For B42, as of now, it will basically happen two times, once with :perform and once with :complete. Shouldn't
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-- matter for performance but it's really ugly.
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local isProst = ProsthesisHandler.SearchAndSetupProsthesis(self.item, false)
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local group
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if isProst then
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group = BodyLocations.getGroup("Human")
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group:setMultiItem("TOC_ArmProst", false)
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end
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og_ISUnequipAction_complete(self)
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if isProst then
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group:setMultiItem("TOC_ArmProst", true)
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end
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end
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@@ -1,44 +0,0 @@
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require ("TOC/Debug")
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local CommandsData = require("TOC/CommandsData")
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local ItemsController = require("TOC/Controllers/ItemsController")
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--------------------------------------------
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local ServerItemsCommands = {}
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function ServerItemsCommands.SpawnAmputationItem(_, args)
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local playerObj = getPlayerByOnlineID(args.playerNum)
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local limbName = args.limbName
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ItemsController.Player.SpawnAmputationItem(playerObj, limbName)
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end
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function ServerItemsCommands.DeleteOldAmputationItem(_, args)
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local patientPl = getPlayerByOnlineID(args.playerNum)
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local limbName = args.limbName
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ItemsController.Player.DeleteOldAmputationItem(patientPl, limbName)
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end
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function ServerItemsCommands.DeleteAllOldAmputationItems(_, args)
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local playerObj = getPlayerByOnlineID(args.playerNum)
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ItemsController.Player.DeleteAllOldAmputationItems(playerObj)
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end
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function ServerItemsCommands.OverrideAmputationItemVisuals(_, args)
|
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local playerObj = getPlayerByOnlineID(args.playerNum)
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local limbName = args.limbName
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local isCicatrized = args.isCicatrized
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ItemsController.Player.OverrideAmputationItemVisuals(playerObj, limbName, isCicatrized)
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end
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||||
|
||||
--------------------------------------------------------------------
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local function OnClientItemsCommands(module, command, playerObj, args)
|
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if module == CommandsData.modules.TOC_ITEMS and ServerItemsCommands[command] then
|
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TOC_DEBUG.print("Received ItemsController command - " .. tostring(command))
|
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ServerItemsCommands[command](playerObj, args)
|
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end
|
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end
|
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|
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Events.OnClientCommand.Add(OnClientItemsCommands)
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@@ -1,109 +0,0 @@
|
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--Based on RabenRabo's bodylocation solution from their mod "Fantasy Bodyparts" and "Fantasy Legs" sub-mod.
|
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--Modified by GanydeBielovzki with permission for batch use for the Frockin' Splendor franchise and spin-offs.
|
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--To copy, further modify or otherwise use this code the original creator and the modifier must be credited.
|
||||
|
||||
local function copyBodyLocationProperties(oldGroup, oldLocID, newGroup)
|
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for k = 0, oldGroup:size()-1 do
|
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local otherLocID = oldGroup:getLocationByIndex(k):getId()
|
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if oldGroup:isExclusive(oldLocID, otherLocID)
|
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then
|
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newGroup:setExclusive(oldLocID, otherLocID)
|
||||
end
|
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if oldGroup:isHideModel(oldLocID, otherLocID)
|
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then
|
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newGroup:setHideModel(oldLocID, otherLocID)
|
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end
|
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if oldGroup:isAltModel(oldLocID, otherLocID)
|
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then
|
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newGroup:setAltModel(oldLocID, otherLocID)
|
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end
|
||||
end
|
||||
end
|
||||
|
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local function addBodyLocationsAt(groupName, locationList)
|
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local results = {}
|
||||
|
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-- get list (!!actually a view!!) of all groups and copy to array (BodyLocations.reset() will also clear the view)
|
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local allGroupsList = BodyLocations.getAllGroups()
|
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local allGroups = {}
|
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for i = 0, allGroupsList:size()-1 do
|
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allGroups[i + 1] = allGroupsList:get(i)
|
||||
end
|
||||
|
||||
BodyLocations.reset()
|
||||
|
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-- recreate all groups/bodylocations and insert new bodylocations
|
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for i = 1, #allGroups do
|
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local oldGroup = allGroups[i]
|
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local newGroup = BodyLocations.getGroup(oldGroup:getId())
|
||||
|
||||
-- FIRST: Process all original locations AND insert new ones at correct positions
|
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for j = 0, oldGroup:size()-1 do
|
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local oldLoc = oldGroup:getLocationByIndex(j)
|
||||
local oldLocID = oldLoc:getId()
|
||||
|
||||
-- For each location definition, check if it should be inserted here
|
||||
for _, locDef in ipairs(locationList) do
|
||||
if oldGroup:getId() == groupName then
|
||||
local newLocID = type(locDef.name) ~= "string" and locDef.name or
|
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ItemBodyLocation.get(ResourceLocation.of(locDef.name))
|
||||
|
||||
local refLocID = type(locDef.reference) ~= "string" and locDef.reference or
|
||||
ResourceLocation.of(locDef.reference)
|
||||
|
||||
local isTargetGroupAndLoc = refLocID == oldLocID
|
||||
|
||||
if isTargetGroupAndLoc and locDef.before then
|
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results[locDef.name] = newGroup:getOrCreateLocation(newLocID)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Add the original location
|
||||
newGroup:getOrCreateLocation(oldLocID)
|
||||
|
||||
-- Check for "after" insertions
|
||||
for _, locDef in ipairs(locationList) do
|
||||
if oldGroup:getId() == groupName then
|
||||
local newLocID = type(locDef.name) ~= "string" and locDef.name or
|
||||
ItemBodyLocation.get(ResourceLocation.of(locDef.name))
|
||||
|
||||
local refLocID = type(locDef.reference) ~= "string" and locDef.reference or
|
||||
ResourceLocation.of(locDef.reference)
|
||||
|
||||
local isTargetGroupAndLoc = refLocID == oldLocID
|
||||
|
||||
if isTargetGroupAndLoc and not locDef.before then
|
||||
results[locDef.name] = newGroup:getOrCreateLocation(newLocID)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- SECOND: copy bodylocation properties from old groups to new groups
|
||||
for j = 0, oldGroup:size()-1 do
|
||||
local oldLocID = oldGroup:getLocationByIndex(j):getId()
|
||||
newGroup:setMultiItem(oldLocID, oldGroup:isMultiItem(oldLocID))
|
||||
copyBodyLocationProperties(oldGroup, oldLocID, newGroup)
|
||||
end
|
||||
end
|
||||
|
||||
return results
|
||||
end
|
||||
|
||||
local results = addBodyLocationsAt("Human", {
|
||||
{name = "toc:Arm_L", reference = ItemBodyLocation.FULL_TOP, before = false},
|
||||
{name = "toc:Arm_R", reference = ItemBodyLocation.FULL_TOP, before = false},
|
||||
{name = "toc:ArmProst_L", reference = ItemBodyLocation.FULL_TOP, before = false},
|
||||
{name = "toc:ArmProst_R", reference = ItemBodyLocation.FULL_TOP, before = false},
|
||||
{name = "toc:ArmAccessory_L", reference = ItemBodyLocation.FULL_TOP, before = false},
|
||||
{name = "toc:ArmAccessory_R", reference = ItemBodyLocation.FULL_TOP, before = false},
|
||||
})
|
||||
|
||||
|
||||
results['toc:Arm_L']:setMultiItem(true)
|
||||
results['toc:Arm_R']:setMultiItem(true)
|
||||
results['toc:ArmProst_L']:setMultiItem(true)
|
||||
results['toc:ArmProst_R']:setMultiItem(true)
|
||||
results['toc:ArmAccessory_L']:setMultiItem(true)
|
||||
results['toc:ArmAccessory_R']:setMultiItem(true)
|
||||
@@ -1 +0,0 @@
|
||||
return _TOCRegistries
|
||||
@@ -1,21 +0,0 @@
|
||||
IG_UI_FR = {
|
||||
IGUI_Yes = "Oui",
|
||||
IGUI_No = "Non",
|
||||
|
||||
IGUI_perks_Amputations = "Amputations",
|
||||
IGUI_perks_Side_R = "Côté droit",
|
||||
IGUI_perks_Side_L = "Côté gauche",
|
||||
IGUI_perks_Prosthesis = "Prothèse",
|
||||
IGUI_perks_ProstFamiliarity = "Familiarité",
|
||||
|
||||
IGUI_ItemCat_Prosthesis = "Prothèse",
|
||||
IGUI_ItemCat_Surgery = "Chirurgie",
|
||||
IGUI_ItemCat_Amputation = "Amputation",
|
||||
|
||||
IGUI_HealthPanel_Cicatrization = "Cicatrisation",
|
||||
IGUI_HealthPanel_Cicatrized = "Cicatrisé",
|
||||
IGUI_HealthPanel_Cauterized = "Cautérisé",
|
||||
IGUI_HealthPanel_WoundDirtyness = "Saleté de la plaie",
|
||||
IGUI_HealthPanel_ProstEquipped = "Prothèse équipée",
|
||||
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
ItemName_FR = {
|
||||
|
||||
ItemName_TOC.Surg_Arm_Tourniquet_L = "Garrot",
|
||||
ItemName_TOC.Surg_Arm_Tourniquet_R = "Garrot",
|
||||
|
||||
ItemName_TOC.Prost_NormalArm_L = "Bras prothétique",
|
||||
ItemName_TOC.Prost_NormalArm_R = "Bras prothétique",
|
||||
|
||||
ItemName_TOC.Prost_HookArm_L = "Bras prothétique - Crochet",
|
||||
ItemName_TOC.Prost_HookArm_R = "Bras prothétique - Crochet",
|
||||
}
|
||||
@@ -1,5 +0,0 @@
|
||||
Recipes_FR = {
|
||||
Recipe_Craft_Prosthetic_Arm = "Fabriquer un bras prothétique",
|
||||
Recipe_Craft_Prosthetic_Hook = "Fabriquer un crochet prothétique",
|
||||
|
||||
}
|
||||
@@ -1,16 +0,0 @@
|
||||
UI_FR = {
|
||||
UI_trait_Amputee_Hand = "Main gauche amputée",
|
||||
UI_trait_Amputee_Hand_desc = "",
|
||||
|
||||
UI_trait_Amputee_ForeArm = "Avant-bras gauche amputée",
|
||||
UI_trait_Amputee_ForeArm_desc = "",
|
||||
|
||||
UI_trait_Amputee_UpperArm = "Bras supérieur gauche amputée",
|
||||
UI_trait_Amputee_UpperArm_desc = "",
|
||||
|
||||
UI_trait_Insensitive = "Insensible",
|
||||
UI_trait_Insensitive_desc = "",
|
||||
|
||||
UI_Say_CantEquip = "Je ne peux pas l'équiper comme ça..."
|
||||
|
||||
}
|
||||
@@ -1,33 +0,0 @@
|
||||
ContextMenu_RU = {
|
||||
ContextMenu_Amputate = "Ампутировать",
|
||||
ContextMenu_Amputate_Bandage = "Ампутировать и перевязать",
|
||||
ContextMenu_Amputate_Stitch = "Ампутировать и наложить швы",
|
||||
ContextMenu_Amputate_Stitch_Bandage = "Ампутировать, наложить швы и перевязать",
|
||||
|
||||
ContextMenu_Cauterize = "Прижечь",
|
||||
|
||||
ContextMenu_Limb_Hand_L = "Левая рука",
|
||||
ContextMenu_Limb_ForeArm_L = "Левая предплечье",
|
||||
ContextMenu_Limb_UpperArm_L = "Левое плечо"
|
||||
ContextMenu_Limb_Hand_R = "Правая рука",
|
||||
ContextMenu_Limb_ForeArm_R = "Правая предплечье",
|
||||
ContextMenu_Limb_UpperArm_R = "Правая плечо",
|
||||
|
||||
ContextMenu_InstallProstRight = "Установить протез на правую руку",
|
||||
ContextMenu_InstallProstLeft = "Установить протез на левую руку",
|
||||
|
||||
ContextMenu_PutTourniquetArmLeft = "Наложить жгут на левую руку",
|
||||
ContextMenu_PutTourniquetLegL = "Наложить жгут на левую ногу",
|
||||
ContextMenu_PutTourniquetArmRight = "Наложить жгут на правую руку",
|
||||
ContextMenu_PutTourniquetLegR = "Наложить жгут на правую ногу",
|
||||
|
||||
|
||||
ContextMenu_CleanWound = "Очистить рану",
|
||||
|
||||
|
||||
|
||||
ContextMenu_Admin_TOC = "TOC",
|
||||
ContextMenu_Admin_ResetTOC = "Сбросить ампутации",
|
||||
ContextMenu_Admin_ForceAmputation = "Моментально ампутировать",
|
||||
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
IG_UI_RU = {
|
||||
IGUI_perks_Amputations = "Ампутации",
|
||||
IGUI_perks_Side_R = "Правая сторона",
|
||||
IGUI_perks_Side_L = "Левая сторона",
|
||||
IGUI_perks_Prosthesis = "Протез",
|
||||
IGUI_perks_ProstFamiliarity= "Приспособленность",
|
||||
|
||||
IGUI_ItemCat_Prosthesis = "Протез",
|
||||
IGUI_ItemCat_Surgery = "Хирургия",
|
||||
IGUI_ItemCat_Amputation = "Ампутация"
|
||||
|
||||
IGUI_HealthPanel_Cicatrization = "Заживление",
|
||||
IGUI_HealthPanel_Cicatrized = "Заживлено",
|
||||
IGUI_HealthPanel_Cauterized = "Прижженно",
|
||||
IGUI_HealthPanel_WoundDirtyness = "Загрезнённая рана",
|
||||
IGUI_HealthPanel_ProstEquipped = "Протез экипирован",
|
||||
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
ItemName_RU = {
|
||||
|
||||
ItemName_TOC.Surg_Arm_Tourniquet_L = "Жгут",
|
||||
ItemName_TOC.Surg_Arm_Tourniquet_R = "Жгут",
|
||||
|
||||
ItemName_TOC.Prost_NormalArm_L = "Протез руки",
|
||||
ItemName_TOC.Prost_NormalArm_R = "Протез руки",
|
||||
|
||||
ItemName_TOC.Prost_HookArm_L = "Протез руки - Крюк",
|
||||
ItemName_TOC.Prost_HookArm_R = "Протез руки - Крюк",
|
||||
}
|
||||
@@ -1,4 +0,0 @@
|
||||
Recipes_RU = {
|
||||
Recipe_Craft_Prosthetic_Arm = "Изготовить протез руки",
|
||||
Recipe_Craft_Prosthetic_Hook = "Изготовить протез ввиде крючка",
|
||||
}
|
||||
@@ -1,7 +0,0 @@
|
||||
Sandbox_RU = {
|
||||
Sandbox_TOC = "Спасенье в Отсечении",
|
||||
Sandbox_TOC_CicatrizationSpeed = "Скорость заживления",
|
||||
Sandbox_TOC_WoundDirtynessMultiplier = "Множитель загрязнения ран",
|
||||
Sandbox_TOC_SurgeonAbilityImportance = "Значимость способностей врача-хирурга",
|
||||
|
||||
}
|
||||
@@ -1,10 +0,0 @@
|
||||
Tooltip_RU = {
|
||||
|
||||
Tooltip_Surgery_CantCauterize = "Нельзя прижигать рану",
|
||||
|
||||
Tooltip_Surgery_And = " и "
|
||||
Tooltip_Surgery_TempTooLow = "Температура все еще слишком низкая",
|
||||
Tooltip_Surgery_Coward = "У тебя не хватит смелости сделать это",
|
||||
Tooltip_Surgery_LimbNotFree = "Сначала нужно снять протез",
|
||||
|
||||
}
|
||||
@@ -1,16 +0,0 @@
|
||||
UI_RU = {
|
||||
UI_trait_Amputee_Hand = "Ампутированная левая рука",
|
||||
UI_trait_Amputee_Hand_desc = "Вы начинаете с ампутированной левой рукой.",
|
||||
|
||||
UI_trait_Amputee_ForeArm = "Ампутированное левое предплечье",
|
||||
UI_trait_Amputee_ForeArm_desc = "Вы начинаете с ампутированным левым предплечьем.",
|
||||
|
||||
UI_trait_Amputee_UpperArm = "Ампутированное левое плечо",
|
||||
UI_trait_Amputee_UpperArm_desc = "Вы начинаете с ампутированнвм левым плечём.",
|
||||
|
||||
UI_trait_Insensitive = "Нечувствительный",
|
||||
UI_trait_Insensitive_desc = "",
|
||||
|
||||
|
||||
UI_Say_CantEquip = "Я не могу его так экипировать..."
|
||||
}
|
||||
@@ -1,31 +0,0 @@
|
||||
ContextMenu_TR = {
|
||||
ContextMenu_Amputate = "Ampute Et",
|
||||
ContextMenu_Amputate_Bandage = "Ampute Et ve Bandajla",
|
||||
ContextMenu_Amputate_Stitch = "Ampute Et ve Dikiþ At",
|
||||
ContextMenu_Amputate_Stitch_Bandage = "Ampute Et, Dikiþ At ve Bandajla",
|
||||
|
||||
ContextMenu_Cauterize = "Daðla",
|
||||
|
||||
ContextMenu_Limb_Hand_L = "Sol El",
|
||||
ContextMenu_Limb_ForeArm_L = "Sol Ön Kol",
|
||||
ContextMenu_Limb_UpperArm_L = "Sol Üst Kol",
|
||||
ContextMenu_Limb_Hand_R = "Sað El",
|
||||
ContextMenu_Limb_ForeArm_R = "Sað Ön Kol",
|
||||
ContextMenu_Limb_UpperArm_R = "Sað Üst Kol",
|
||||
|
||||
ContextMenu_InstallProstRight = "Sað kola protez tak",
|
||||
ContextMenu_InstallProstLeft = "Sol kola protez tak",
|
||||
|
||||
ContextMenu_PutTourniquetArmLeft = "Sol kola turnike tak",
|
||||
ContextMenu_PutTourniquetLegL = "Sol bacaðýna turnike tak",
|
||||
ContextMenu_PutTourniquetArmRight = "Sað kola turnike tak",
|
||||
ContextMenu_PutTourniquetLegR = "Sað bacaðýna turnike tak",
|
||||
|
||||
|
||||
ContextMenu_CleanWound = "Yarayý Temizle",
|
||||
|
||||
|
||||
ContextMenu_Admin_TOC = "TOC",
|
||||
ContextMenu_Admin_ResetTOC = "Amputasyonlarý Sýfýrla",
|
||||
ContextMenu_Admin_ForceAmputation = "Zorla Amputasyon Yap",
|
||||
}
|
||||
@@ -1,19 +0,0 @@
|
||||
IG_UI_TR = {
|
||||
IGUI_perks_Amputations = "Amputasyonlar",
|
||||
IGUI_perks_Side_R = "Sağ Taraf",
|
||||
IGUI_perks_Side_L = "Sol Taraf",
|
||||
IGUI_perks_Prosthesis = "Protez",
|
||||
IGUI_perks_ProstFamiliarity = "Aşinalık",
|
||||
|
||||
IGUI_ItemCat_Prosthesis = "Protez",
|
||||
IGUI_ItemCat_Surgery = "Cerrahi",
|
||||
IGUI_ItemCat_Amputation = "Amputasyon",
|
||||
|
||||
IGUI_HealthPanel_Cicatrization = "Yara İyileşmesi",
|
||||
IGUI_HealthPanel_Cicatrized = "İyileşti",
|
||||
IGUI_HealthPanel_Cauterized = "Dağlandı",
|
||||
IGUI_HealthPanel_WoundDirtyness = "Yara Kirliliği",
|
||||
IGUI_HealthPanel_ProstEquipped = "Protez Takılı",
|
||||
|
||||
IGUI_Confirmation_Amputate = " <CENTRE> Bu uzvu gerçekten ampute etmek istiyor musunuz?"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
Sandbox_TR = {
|
||||
Sandbox_TOC = "The Only Cure",
|
||||
Sandbox_TOC_CicatrizationSpeed = "Yara İyileşme Hızı",
|
||||
Sandbox_TOC_WoundDirtynessMultiplier = "Yara Kirlilik Çarpanı",
|
||||
Sandbox_TOC_SurgeonAbilityImportance = "Cerrahın Yetenek Önemi",
|
||||
Sandbox_TOC_EnableZombieAmputations = "Zombi Amputasyonlarını Etkinleştir",
|
||||
Sandbox_TOC_ZombieAmputationDamageThreshold = "Zombi Amputasyon Hasar Eşiği",
|
||||
Sandbox_TOC_ZombieAmputationDamageChance = "Zombi Amputasyon Hasar Şansı",
|
||||
}
|
||||
@@ -1,8 +0,0 @@
|
||||
Tooltip_TR = {
|
||||
Tooltip_Surgery_CantCauterize = "Yarayı dağlayamazsın",
|
||||
|
||||
Tooltip_Surgery_And = " ve ",
|
||||
Tooltip_Surgery_TempTooLow = "Sıcaklık hâlâ çok düşük",
|
||||
Tooltip_Surgery_Coward = "Bunu yapacak cesaretin yok. KORKUYORSUN!",
|
||||
Tooltip_Surgery_LimbNotFree = "Önce protezi çıkarman gerekiyor",
|
||||
}
|
||||
@@ -1,33 +0,0 @@
|
||||
ContextMenu_UA = {
|
||||
ContextMenu_Amputate = "Ампутувати",
|
||||
ContextMenu_Amputate_Bandage = "Ампутувати та перев'язати",
|
||||
ContextMenu_Amputate_Stitch = "Ампутувати та накласти шви",
|
||||
ContextMenu_Amputate_Stitch_Bandage = "Ампутувати, накласти шви та перев'язати",
|
||||
|
||||
ContextMenu_Cauterize = "Припекти",
|
||||
|
||||
ContextMenu_Limb_Hand_L = "Ліва Рука",
|
||||
ContextMenu_Limb_ForeArm_L = "Ліве Передпліччя",
|
||||
ContextMenu_Limb_UpperArm_L = "Ліве Плече"
|
||||
ContextMenu_Limb_Hand_R = "Права Рука",
|
||||
ContextMenu_Limb_ForeArm_R = "Праве Передпліччя",
|
||||
ContextMenu_Limb_UpperArm_R = "Праве Плече",
|
||||
|
||||
ContextMenu_InstallProstRight = "Установити протез на праву руку",
|
||||
ContextMenu_InstallProstLeft = "Установити протез на ліву руку",
|
||||
|
||||
ContextMenu_PutTourniquetArmLeft = "Накласти джгут на ліву руку",
|
||||
ContextMenu_PutTourniquetLegL = "Накласти джгут на ліву ногу",
|
||||
ContextMenu_PutTourniquetArmRight = "Накласти джгут на праву руку",
|
||||
ContextMenu_PutTourniquetLegR = "Накласти джгут на праву ногу",
|
||||
|
||||
|
||||
ContextMenu_CleanWound = "Очистити рану",
|
||||
|
||||
|
||||
|
||||
ContextMenu_Admin_TOC = "TOC",
|
||||
ContextMenu_Admin_ResetTOC = "Скинути Ампутації",
|
||||
ContextMenu_Admin_ForceAmputation = "Примусово Ампутувати",
|
||||
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
IG_UI_UA = {
|
||||
IGUI_perks_Amputations = "Ампутації",
|
||||
IGUI_perks_Side_R = "Права сторона",
|
||||
IGUI_perks_Side_L = "Ліва сторона",
|
||||
IGUI_perks_Prosthesis = "Протез",
|
||||
IGUI_perks_ProstFamiliarity= "Пристосованість",
|
||||
|
||||
IGUI_ItemCat_Prosthesis = "Протез",
|
||||
IGUI_ItemCat_Surgery = "Хірургія",
|
||||
IGUI_ItemCat_Amputation = "Ампутація"
|
||||
|
||||
IGUI_HealthPanel_Cicatrization = "Рубцювання",
|
||||
IGUI_HealthPanel_Cicatrized = "Зарубцьована",
|
||||
IGUI_HealthPanel_Cauterized = "Припечена",
|
||||
IGUI_HealthPanel_WoundDirtyness = "Забруднена рана",
|
||||
IGUI_HealthPanel_ProstEquipped = "Протез установлено",
|
||||
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
ItemName_UA = {
|
||||
|
||||
ItemName_TOC.Surg_Arm_Tourniquet_L = "Джгут",
|
||||
ItemName_TOC.Surg_Arm_Tourniquet_R = "Джгут",
|
||||
|
||||
ItemName_TOC.Prost_NormalArm_L = "Протез Руки",
|
||||
ItemName_TOC.Prost_NormalArm_R = "Протез Руки",
|
||||
|
||||
ItemName_TOC.Prost_HookArm_L = "Протез Руки - Гак",
|
||||
ItemName_TOC.Prost_HookArm_R = "Протез Руки - Гак",
|
||||
}
|
||||
@@ -1,4 +0,0 @@
|
||||
Recipes_UA = {
|
||||
Recipe_Craft_Prosthetic_Arm = "Створити Протез Руки",
|
||||
Recipe_Craft_Prosthetic_Hook = "Створити Протез Руки - Гак",
|
||||
}
|
||||
@@ -1,10 +0,0 @@
|
||||
Sandbox_UA = {
|
||||
Sandbox_TOC = "The Only Cure",
|
||||
Sandbox_TOC_CicatrizationSpeed = "Швидкість рубцювання",
|
||||
Sandbox_TOC_WoundDirtynessMultiplier = "Множник забруднення рани",
|
||||
Sandbox_TOC_SurgeonAbilityImportance = "Важливість медичних навичок лікаря",
|
||||
Sandbox_TOC_EnableZombieAmputations = "Увімкнути ампутації зомбі",
|
||||
Sandbox_TOC_ZombieAmputationDamageThreshold = "Поріг шкоди при ампутації зомбі",
|
||||
Sandbox_TOC_ZombieAmputationDamageChance = "Шанс нанесення шкоди при ампутації зомбі",
|
||||
|
||||
}
|
||||
@@ -1,10 +0,0 @@
|
||||
Tooltip_UA = {
|
||||
|
||||
Tooltip_Surgery_CantCauterize = "Не можна припекти рану",
|
||||
|
||||
Tooltip_Surgery_And = " та "
|
||||
Tooltip_Surgery_TempTooLow = "Температура занадто низька",
|
||||
Tooltip_Surgery_Coward = "Вам не вистачає сміливості зробити це",
|
||||
Tooltip_Surgery_LimbNotFree = "Спочатку необхідно зняти протез",
|
||||
|
||||
}
|
||||
@@ -1,16 +0,0 @@
|
||||
UI_UA = {
|
||||
UI_trait_Amputee_Hand = "Ампутована Ліва Рука",
|
||||
UI_trait_Amputee_Hand_desc = "",
|
||||
|
||||
UI_trait_Amputee_ForeArm = "Ампутоване Ліве Передпліччя",
|
||||
UI_trait_Amputee_ForeArm_desc = "",
|
||||
|
||||
UI_trait_Amputee_UpperArm = "Ампутоване Ліве Плече",
|
||||
UI_trait_Amputee_UpperArm_desc = "",
|
||||
|
||||
UI_trait_Insensitive = "Нечутливий",
|
||||
UI_trait_Insensitive_desc = "",
|
||||
|
||||
|
||||
UI_Say_CantEquip = "Я не можу встановити це таким чином..."
|
||||
}
|
||||
@@ -1,17 +0,0 @@
|
||||
_TOCRegistries = {}
|
||||
|
||||
_TOCRegistries.traits = {
|
||||
Amputee_Hand = CharacterTrait.register("toc:amputee_hand"),
|
||||
Amputee_ForeArm = CharacterTrait.register("toc:amputee_forearm"),
|
||||
Amputee_UpperArm = CharacterTrait.register("toc:amputee_upperarm"),
|
||||
}
|
||||
|
||||
_TOCRegistries.bodylocations = {
|
||||
TOC_Arm_L = ItemBodyLocation.register("toc:Arm_L"),
|
||||
TOC_Arm_R = ItemBodyLocation.register("toc:Arm_R"),
|
||||
TOC_ArmProst_L = ItemBodyLocation.register("toc:ArmProst_L"),
|
||||
TOC_ArmProst_R = ItemBodyLocation.register("toc:ArmProst_R"),
|
||||
TOC_ArmAccessory_L = ItemBodyLocation.register("toc:ArmAccessory_L"),
|
||||
TOC_ArmAccessory_R = ItemBodyLocation.register("toc:ArmAccessory_R"),
|
||||
}
|
||||
|
||||
@@ -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,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,43 +0,0 @@
|
||||
module TOC
|
||||
{
|
||||
character_trait_definition toc:amputee_hand
|
||||
{
|
||||
CharacterTrait = toc:amputee_hand,
|
||||
IsProfessionTrait = false,
|
||||
DisabledInMultiplayer = false,
|
||||
Cost = -8,
|
||||
UIName = UI_trait_Amputee_Hand,
|
||||
UIDescription = UI_trait_Amputee_Hand_desc,
|
||||
XPBoosts = Side_L=4;Fitness=-1;Strength=-1,
|
||||
GrantedRecipes = Lockpicking;AlarmCheck;CreateBobbyPin;CreateBobbyPin2,
|
||||
MutuallyExclusiveTraits = toc:amputee_forearm;toc:amputee_upperarm,
|
||||
|
||||
}
|
||||
|
||||
|
||||
character_trait_definition toc:amputee_forearm
|
||||
{
|
||||
IsProfessionTrait = false,
|
||||
DisabledInMultiplayer = false,
|
||||
CharacterTrait = toc:amputee_forearm,
|
||||
Cost = -10,
|
||||
UIName = UI_trait_Amputee_ForeArm,
|
||||
UIDescription = UI_trait_Amputee_ForeArm_desc,
|
||||
XPBoosts = Side_L=4;Fitness=-1;Strength=-1,
|
||||
MutuallyExclusiveTraits = toc:amputee_hand;toc:amputee_upperarm,
|
||||
}
|
||||
|
||||
character_trait_definition toc:amputee_upperarm
|
||||
{
|
||||
IsProfessionTrait = false,
|
||||
DisabledInMultiplayer = false,
|
||||
CharacterTrait = toc:amputee_upperarm,
|
||||
Cost = -20,
|
||||
UIName = UI_trait_Amputee_UpperArm,
|
||||
UIDescription = UI_trait_Amputee_UpperArm_desc,
|
||||
XPBoosts = Side_L=4;Fitness=-1;Strength=-1,
|
||||
GrantedRecipes = Lockpicking;AlarmCheck;CreateBobbyPin;CreateBobbyPin2,
|
||||
MutuallyExclusiveTraits = toc:amputee_hand;toc:amputee_forearm,
|
||||
|
||||
}
|
||||
}
|
||||
|
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|
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|
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|
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|
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@@ -4,7 +4,8 @@ description=You've been bitten. You have only two choices.
|
||||
id=TheOnlyCure
|
||||
icon=icon.png
|
||||
url=https://github.com/ZioPao/The-Only-Cure
|
||||
modversion=2.3
|
||||
versionMin=42.13
|
||||
modversion=2.2
|
||||
versionMin=42.6
|
||||
|
||||
loadModAfter=\FancyHandwork,\BrutalHandwork,\TwoWeaponsOnBackRework
|
||||
incompatible=\BB_FirstAidOverhaul
|
||||
@@ -1,16 +1,17 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<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_GUID>d3816fe0-48e1-4cf5-a8e4-48c72595edb4</m_GUID>
|
||||
<m_Static>false</m_Static>
|
||||
<m_AllowRandomHue>false</m_AllowRandomHue>
|
||||
<m_AllowRandomTint>false</m_AllowRandomTint>
|
||||
|
||||
<m_Masks>4</m_Masks>
|
||||
<m_Masks>3</m_Masks>
|
||||
<m_UnderlayMasksFolder>media/textures/Amputations/Masks/TestDouble</m_UnderlayMasksFolder>
|
||||
|
||||
<m_Masks>4</m_Masks>
|
||||
<m_Masks>6</m_Masks>
|
||||
|
||||
<!-- <m_UnderlayMasksFolder>media/textures/Amputations/Masks</m_UnderlayMasksFolder> -->
|
||||
|
||||
|
||||
<!-- HUMAN -->
|
||||
@@ -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>
|
||||
@@ -10,8 +10,6 @@
|
||||
<m_Masks>5</m_Masks>
|
||||
<m_Masks>6</m_Masks>
|
||||
|
||||
<!-- <m_UnderlayMasksFolder>media/textures/Amputations/Masks</m_UnderlayMasksFolder> -->
|
||||
|
||||
<!-- HUMAN -->
|
||||
<textureChoices>Amputations\Human\Forearm\skin01_b</textureChoices>
|
||||
<textureChoices>Amputations\Human\Forearm\skin02_b</textureChoices>
|
||||
24
common/media/clothing/clothingItems/Amputation_Hand_L.xml
Normal file
@@ -0,0 +1,24 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<clothingItem>
|
||||
<m_MaleModel>Amputation\Amputation_Left_Hand_Male</m_MaleModel>
|
||||
<m_FemaleModel>Amputation\Amputation_Left_Hand_Female</m_FemaleModel>
|
||||
<m_GUID>2de93af2-b7a8-4c04-84d1-28d92cce8a0f</m_GUID>
|
||||
<m_Static>false</m_Static>
|
||||
<m_AllowRandomHue>false</m_AllowRandomHue>
|
||||
<m_AllowRandomTint>false</m_AllowRandomTint>
|
||||
<m_Masks>4</m_Masks>
|
||||
<m_MasksFolder>none</m_MasksFolder>
|
||||
|
||||
<!-- 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>
|
||||
</clothingItem>
|
||||
23
common/media/clothing/clothingItems/Amputation_Hand_R.xml
Normal file
@@ -0,0 +1,23 @@
|
||||
<clothingItem>
|
||||
<m_MaleModel>Amputation\Amputation_Right_Hand_Male</m_MaleModel>
|
||||
<m_FemaleModel>Amputation\Amputation_Right_Hand_Female</m_FemaleModel>
|
||||
<m_GUID>f114e53a-b92e-4639-8d8c-2b43ab981885</m_GUID>
|
||||
<m_Static>false</m_Static>
|
||||
<m_AllowRandomHue>false</m_AllowRandomHue>
|
||||
<m_AllowRandomTint>false</m_AllowRandomTint>
|
||||
<m_Masks>6</m_Masks>
|
||||
<m_MasksFolder>none</m_MasksFolder>
|
||||
|
||||
<!-- 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>
|
||||
</clothingItem>
|
||||
@@ -9,8 +9,6 @@
|
||||
<m_Masks>3</m_Masks>
|
||||
<m_Masks>4</m_Masks>
|
||||
|
||||
<!-- <m_UnderlayMasksFolder>media/textures/Amputations/Masks</m_UnderlayMasksFolder> -->
|
||||
|
||||
<!-- HUMAN -->
|
||||
<textureChoices>Amputations\Human\Upperarm\skin01_b</textureChoices>
|
||||
<textureChoices>Amputations\Human\Upperarm\skin02_b</textureChoices>
|
||||
@@ -8,7 +8,6 @@
|
||||
<m_AllowRandomTint>false</m_AllowRandomTint>
|
||||
<m_Masks>5</m_Masks>
|
||||
<m_Masks>6</m_Masks>
|
||||
<!-- <m_UnderlayMasksFolder>media/textures/Amputations/Masks</m_UnderlayMasksFolder> -->
|
||||
|
||||
<!-- HUMAN -->
|
||||
<textureChoices>Amputations\Human\Upperarm\skin01_b</textureChoices>
|
||||
@@ -57,5 +57,11 @@
|
||||
<guid>9a5fe063-63c7-4e6f-81ca-ee77c6678e0d</guid>
|
||||
</files>
|
||||
|
||||
<!-- TEST -->
|
||||
<files>
|
||||
<path>media/clothing/clothingItems/Amputation_ForeArm_LR.xml</path>
|
||||
<guid>8e5bc1b4-d79b-4a17-b86b-71dab6ace816</guid>
|
||||
</files>
|
||||
|
||||
|
||||
</fileGuidTable>
|
||||
@@ -12,7 +12,7 @@ local ClientRelayCommands = {}
|
||||
local function InitAmputationHandler(limbName, surgeonNum)
|
||||
|
||||
-- TODO Pretty unclean
|
||||
local surgeonPl = getSpecificPlayer(surgeonNum) -- fix broken, getOnlineID not working anymore
|
||||
local surgeonPl = getSpecificPlayer(surgeonNum)
|
||||
local handler = AmputationHandler:new(limbName, surgeonPl)
|
||||
return handler
|
||||
end
|
||||
@@ -46,14 +46,6 @@ function ClientRelayCommands.ReceiveApplyFromServer()
|
||||
end
|
||||
|
||||
|
||||
--* WEAR AMPUTATION ITEM *--
|
||||
function ClientRelayCommands.ReceiveWearAmputation(args)
|
||||
local itemName = args.itemName
|
||||
local clothingItem = getPlayer():getInventory():FindAndReturn(itemName)
|
||||
getPlayer():setWornItem(clothingItem:getBodyLocation(), clothingItem)
|
||||
|
||||
end
|
||||
|
||||
--* TRIGGERED BY ADMINS *--
|
||||
|
||||
function ClientRelayCommands.ReceiveExecuteInitialization()
|
||||
@@ -1,9 +1,5 @@
|
||||
-- TODO Should be server side in 42.13
|
||||
|
||||
local StaticData = require("TOC/StaticData")
|
||||
local CommonMethods = require("TOC/CommonMethods")
|
||||
local CommandsData = require("TOC/CommandsData")
|
||||
|
||||
---------------------------
|
||||
|
||||
--- Submodule to handle spawning the correct items after certain actions (ie: cutting a hand). LOCAL ONLY!
|
||||
@@ -21,6 +17,7 @@ ItemsController.Player = {}
|
||||
---@return number
|
||||
---@private
|
||||
function ItemsController.Player.GetAmputationTexturesIndex(playerObj, isCicatrized)
|
||||
-- todo
|
||||
local textureString = playerObj:getHumanVisual():getSkinTexture()
|
||||
local isHairy = textureString:sub(-1) == "a"
|
||||
|
||||
@@ -51,8 +48,6 @@ function ItemsController.Player.RemoveClothingItem(playerObj, clothingItem)
|
||||
|
||||
---@diagnostic disable-next-line: param-type-mismatch
|
||||
playerObj:getInventory():Remove(clothingItem) -- Umbrella is wrong, can be an InventoryItem too
|
||||
sendRemoveItemFromContainer(playerObj:getInventory(), clothingItem)
|
||||
|
||||
TOC_DEBUG.print("found and deleted" .. tostring(clothingItem))
|
||||
|
||||
-- Reset model
|
||||
@@ -99,7 +94,11 @@ function ItemsController.Player.DeleteAllOldAmputationItems(playerObj)
|
||||
---@cast clothItem InventoryItem
|
||||
ItemsController.Player.RemoveClothingItem(playerObj, clothItem)
|
||||
end
|
||||
-- Reset model just in case
|
||||
playerObj:resetModel()
|
||||
|
||||
-- group:setMultiItem("TOC_Arm", true)
|
||||
-- group:setMultiItem("TOC_ArmProst", true)
|
||||
end
|
||||
|
||||
---Spawns and equips the correct amputation item to the player.
|
||||
@@ -107,15 +106,12 @@ end
|
||||
---@param limbName string
|
||||
function ItemsController.Player.SpawnAmputationItem(playerObj, limbName)
|
||||
TOC_DEBUG.print("clothing name " .. StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName)
|
||||
local itemName = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName
|
||||
local clothingItem = playerObj:getInventory():AddItem(itemName)
|
||||
|
||||
local clothingItem = playerObj:getInventory():AddItem(StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName)
|
||||
local texId = ItemsController.Player.GetAmputationTexturesIndex(playerObj, false)
|
||||
|
||||
---@cast clothingItem InventoryItem
|
||||
clothingItem:getVisual():setTextureChoice(texId) -- it counts from 0, so we have to subtract 1
|
||||
sendAddItemToContainer(playerObj:getInventory(), clothingItem)
|
||||
sendServerCommand(playerObj, CommandsData.modules.TOC_RELAY, CommandsData.client.Relay.ReceiveWearAmputation, {itemName = itemName, texId = texId})
|
||||
playerObj:setWornItem(clothingItem:getBodyLocation(), clothingItem)
|
||||
end
|
||||
|
||||
---Search through worn items and modifies a specific amputation item
|
||||
@@ -397,7 +397,7 @@ end
|
||||
local og_ISClothingExtraAction_isValid = OverridenMethodsArchive.Save("ISClothingExtraAction_isValid", ISClothingExtraAction.isValid)
|
||||
---@diagnostic disable-next-line: duplicate-set-field
|
||||
function ISClothingExtraAction:isValid()
|
||||
return LimitActionsController.WrapClothingAction(self, og_ISClothingExtraAction_isValid, instanceItem(self.extra))
|
||||
return LimitActionsController.WrapClothingAction(self, og_ISClothingExtraAction_isValid, InventoryItemFactory.CreateItem(self.extra))
|
||||
end
|
||||
|
||||
|
||||
@@ -1,11 +1,8 @@
|
||||
local DataController = require("TOC/Controllers/DataController")
|
||||
local CommonMethods = require("TOC/CommonMethods")
|
||||
local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
|
||||
local CommandsData = require("TOC/CommandsData")
|
||||
|
||||
local StaticData = require("TOC/StaticData")
|
||||
require("TOC/Events")
|
||||
local TOC = require("TOC/Registries")
|
||||
-----------
|
||||
|
||||
|
||||
@@ -40,7 +37,8 @@ function LocalPlayerController.InitializePlayer(isForced)
|
||||
|
||||
-- Since isForced is used to reset an existing player data, we're gonna clean their ISHealthPanel table too
|
||||
if isForced then
|
||||
sendClientCommand(CommandsData.modules.TOC_ITEMS, "DeleteAllOldAmputationItems", {playerNum = playerObj:getOnlineID()})
|
||||
local ItemsController = require("TOC/Controllers/ItemsController")
|
||||
ItemsController.Player.DeleteAllOldAmputationItems(playerObj)
|
||||
CachedDataHandler.Setup(username)
|
||||
end
|
||||
|
||||
@@ -58,7 +56,7 @@ function LocalPlayerController.ManageTraits()
|
||||
|
||||
local AmputationHandler = require("TOC/Handlers/AmputationHandler")
|
||||
for k, v in pairs(StaticData.TRAITS_BP) do
|
||||
if playerObj:hasTrait(TOC.traits[k]) then
|
||||
if playerObj:HasTrait(k) then
|
||||
-- Once we find one, we should be done since they're exclusive
|
||||
TOC_DEBUG.print("Player has amputation trait " .. k .. ", executing it")
|
||||
local tempHandler = AmputationHandler:new(v, playerObj)
|
||||
@@ -95,8 +93,7 @@ function LocalPlayerController.HealArea(bodyPart)
|
||||
bodyPart:setBleedingTime(0)
|
||||
|
||||
bodyPart:SetBitten(false)
|
||||
--bodyPart:setBiteTime(0)
|
||||
bodyPart:SetInfected(false)
|
||||
bodyPart:setBiteTime(0)
|
||||
|
||||
bodyPart:setCut(false)
|
||||
bodyPart:setCutTime(0)
|
||||
@@ -113,14 +110,14 @@ end
|
||||
---@param bodyPart BodyPart
|
||||
---@param limbName string
|
||||
---@param dcInst DataController
|
||||
function LocalPlayerController.HealZombieInfection(bodyDamage, limbName, dcInst)
|
||||
-- FIX Different in B42.13, to be set with stats?
|
||||
function LocalPlayerController.HealZombieInfection(bodyDamage, bodyPart, limbName, dcInst)
|
||||
if bodyDamage:isInfected() == false then return end
|
||||
|
||||
bodyDamage:setInfected(false)
|
||||
bodyDamage:setInfectionMortalityDuration(-1)
|
||||
bodyDamage:setInfectionTime(-1)
|
||||
--bodyPart:SetInfected(false)
|
||||
bodyDamage:setInfectionLevel(-1)
|
||||
bodyPart:SetInfected(false)
|
||||
|
||||
dcInst:setIsInfected(limbName, false)
|
||||
dcInst:apply()
|
||||
@@ -186,7 +183,7 @@ function LocalPlayerController.HandleDamage(character)
|
||||
-- Special case for bites\zombie infections
|
||||
if bodyPart:IsInfected() then
|
||||
TOC_DEBUG.print("Healed from zombie infection - " .. limbName)
|
||||
LocalPlayerController.HealZombieInfection(bd, limbName, dcInst)
|
||||
LocalPlayerController.HealZombieInfection(bd, bodyPart, limbName, dcInst)
|
||||
end
|
||||
else
|
||||
if (bodyPart:bitten() or bodyPart:IsInfected()) and not dcInst:getIsInfected(limbName) then
|
||||
@@ -320,10 +317,9 @@ function LocalPlayerController.HandleSetCicatrization(dcInst, playerObj, limbNam
|
||||
dcInst:setIsCicatrized(limbName, true)
|
||||
dcInst:setCicatrizationTime(limbName, 0)
|
||||
|
||||
-- -- Set visuals for the amputation
|
||||
sendClientCommand(CommandsData.modules.TOC_ITEMS, "OverrideAmputationItemVisuals",
|
||||
{playerNum = playerObj:getOnlineID(), limbName = limbName, isCicatrized = true})
|
||||
|
||||
-- Set visuals for the amputation
|
||||
local ItemsController = require("TOC/Controllers/ItemsController")
|
||||
ItemsController.Player.OverrideAmputationItemVisuals(playerObj, limbName, true)
|
||||
end
|
||||
|
||||
--* Object drop handling when amputation occurs
|
||||
@@ -64,18 +64,18 @@ end
|
||||
---@param obj any self
|
||||
---@param wrappedFunc function
|
||||
function TourniquetController.WrapClothingAction(obj, wrappedFunc)
|
||||
-- local isTourniquet = TourniquetController.IsItemTourniquet(obj.item:getFullType())
|
||||
-- local group
|
||||
-- if isTourniquet then
|
||||
-- group = BodyLocations.getGroup("Human")
|
||||
-- group:setMultiItem(TourniquetController.bodyLoc, false)
|
||||
-- end
|
||||
local isTourniquet = TourniquetController.IsItemTourniquet(obj.item:getFullType())
|
||||
local group
|
||||
if isTourniquet then
|
||||
group = BodyLocations.getGroup("Human")
|
||||
group:setMultiItem(TourniquetController.bodyLoc, false)
|
||||
end
|
||||
|
||||
local ogValue = wrappedFunc(obj)
|
||||
|
||||
-- if isTourniquet then
|
||||
-- group:setMultiItem(TourniquetController.bodyLoc, true)
|
||||
-- end
|
||||
if isTourniquet then
|
||||
group:setMultiItem(TourniquetController.bodyLoc, true)
|
||||
end
|
||||
|
||||
return ogValue -- Needed for isValid
|
||||
end
|
||||
@@ -1,8 +1,5 @@
|
||||
-- TODO Move this to server side for 42.13
|
||||
|
||||
|
||||
local DataController = require("TOC/Controllers/DataController")
|
||||
local CommandsData = require("TOC/CommandsData")
|
||||
local ItemsController = require("TOC/Controllers/ItemsController")
|
||||
local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
|
||||
local LocalPlayerController = require("TOC/Controllers/LocalPlayerController")
|
||||
local StaticData = require("TOC/StaticData")
|
||||
@@ -155,8 +152,8 @@ function AmputationHandler:damageAfterAmputation(surgeonFactor)
|
||||
bodyPart:setBleedingTime(baseDamage - surgeonFactor)
|
||||
bodyPart:setDeepWounded(true)
|
||||
bodyPart:setDeepWoundTime(baseDamage - surgeonFactor)
|
||||
patientStats:set(CharacterStat.ENDURANCE, surgeonFactor)
|
||||
patientStats:set(CharacterStat.STRESS, baseDamage - surgeonFactor)
|
||||
patientStats:setEndurance(surgeonFactor)
|
||||
patientStats:setStress(baseDamage - surgeonFactor)
|
||||
end
|
||||
|
||||
---Execute the amputation. This method doesn't check if the upper limb has been amputated or not, so if
|
||||
@@ -177,13 +174,8 @@ function AmputationHandler:execute(damagePlayer)
|
||||
LocalPlayerController.HealArea(bodyPart)
|
||||
|
||||
-- Give the player the correct amputation item
|
||||
|
||||
-- FIX This can be done in a single step instead of this crap
|
||||
sendClientCommand(CommandsData.modules.TOC_ITEMS, "DeleteOldAmputationItem",
|
||||
{playerNum = self.patientPl:getOnlineID(), limbName = self.limbName})
|
||||
sendClientCommand(CommandsData.modules.TOC_ITEMS, "SpawnAmputationItem",
|
||||
{playerNum = self.patientPl:getOnlineID(), limbName = self.limbName})
|
||||
|
||||
ItemsController.Player.DeleteOldAmputationItem(self.patientPl, self.limbName)
|
||||
ItemsController.Player.SpawnAmputationItem(self.patientPl, self.limbName)
|
||||
|
||||
-- Add it to the list of cut limbs on this local client
|
||||
local username = self.patientPl:getUsername()
|
||||
@@ -198,13 +190,8 @@ function AmputationHandler:execute(damagePlayer)
|
||||
-- Cache highest amputation and hand feasibility
|
||||
CachedDataHandler.CalculateCacheableValues(username)
|
||||
|
||||
-- TODO Test this again for 42.13
|
||||
-- If the part was actually infected, heal the player, if they were in time (infectionLevel < 20)
|
||||
local infectionLevel = self.patientPl:getStats():get(CharacterStat.ZOMBIE_INFECTION)
|
||||
|
||||
|
||||
|
||||
if infectionLevel < 20 and bodyPart:IsInfected() and not dcInst:getIsIgnoredPartInfected() then
|
||||
if bd:getInfectionLevel() < 20 and bodyPart:IsInfected() and not dcInst:getIsIgnoredPartInfected() then
|
||||
LocalPlayerController.HealZombieInfection(bd, bodyPart, self.limbName, dcInst)
|
||||
end
|
||||
|
||||
@@ -216,7 +203,7 @@ function AmputationHandler:execute(damagePlayer)
|
||||
triggerEvent("OnAmputatedLimb", self.limbName)
|
||||
end
|
||||
|
||||
---Delete the instance
|
||||
---Deletes the instance
|
||||
function AmputationHandler:close()
|
||||
AmputationHandler.instance = nil
|
||||
end
|
||||
@@ -9,20 +9,21 @@ local OverridenMethodsArchive = require("TOC/OverridenMethodsArchive")
|
||||
---@class ProsthesisHandler
|
||||
local ProsthesisHandler = {}
|
||||
|
||||
local bodylocArmProstBaseline = "toc:toc_armprost"
|
||||
--local bodyLocLegProst = "TOC_LegProst"
|
||||
local bodyLocArmProst = StaticData.MOD_BODYLOCS_BASE_IND_STR.TOC_ArmProst
|
||||
local bodyLocLegProst = StaticData.MOD_BODYLOCS_BASE_IND_STR.TOC_LegProst
|
||||
|
||||
---Check if the following item is a prosthesis or not
|
||||
---@param item InventoryItem?
|
||||
---@return boolean
|
||||
function ProsthesisHandler.CheckIfProst(item)
|
||||
-- TODO Won't be correct when prost for legs are gonna be in
|
||||
--TOC_DEBUG.print("Checking if item is prost")
|
||||
if item == nil then
|
||||
TOC_DEBUG.print("Not prost")
|
||||
--TOC_DEBUG.print("Not prost")
|
||||
|
||||
return false
|
||||
end
|
||||
return item:getBodyLocation():toString():contains(bodylocArmProstBaseline)
|
||||
return item:getBodyLocation():contains(bodyLocArmProst)
|
||||
end
|
||||
|
||||
---Get the grouping for the prosthesis
|
||||
@@ -32,10 +33,13 @@ function ProsthesisHandler.GetGroup(item)
|
||||
local fullType = item:getFullType()
|
||||
local side = CommonMethods.GetSide(fullType)
|
||||
|
||||
|
||||
local bodyLocation = item:getBodyLocation()
|
||||
local position
|
||||
if bodyLocation:toString():contains(bodylocArmProstBaseline) then
|
||||
if bodyLocation == bodyLocArmProst then
|
||||
position = "Top_"
|
||||
elseif bodyLocation == bodyLocLegProst then
|
||||
position = "Bottom_"
|
||||
else
|
||||
TOC_DEBUG.print("Something is wrong, no position in this item")
|
||||
position = nil
|
||||
@@ -163,15 +167,15 @@ function ISUnequipAction:perform()
|
||||
]]
|
||||
|
||||
local isProst = ProsthesisHandler.SearchAndSetupProsthesis(self.item, false)
|
||||
-- local group
|
||||
-- if isProst then
|
||||
-- group = BodyLocations.getGroup("Human")
|
||||
-- group:setMultiItem("TOC_ArmProst", false)
|
||||
-- end
|
||||
local group
|
||||
if isProst then
|
||||
group = BodyLocations.getGroup("Human")
|
||||
group:setMultiItem("TOC_ArmProst", false)
|
||||
end
|
||||
og_ISUnequipAction_perform(self)
|
||||
|
||||
if isProst then
|
||||
-- group:setMultiItem("TOC_ArmProst", true)
|
||||
group:setMultiItem("TOC_ArmProst", true)
|
||||
|
||||
-- we need to fetch the limbname associated to the prosthesis
|
||||
local side = CommonMethods.GetSide(self.item:getFullType())
|
||||
@@ -6,7 +6,7 @@ require("TOC/Events")
|
||||
|
||||
---@class Main
|
||||
local Main = {
|
||||
_version = "2.3"
|
||||
_version = "2.1.6"
|
||||
}
|
||||
|
||||
function Main.Start()
|
||||