111 Commits
v2.1.3 ... dev

Author SHA1 Message Date
ZioPao
bd532dc013 fix: relayed amputations 2026-01-31 17:32:28 +01:00
ZioPao
1d21c0d51c fix: relay wear amputation 2026-01-31 17:21:10 +01:00
ZioPao
e129b325e4 fix: wearing amputation in MP 42.13 2026-01-27 23:01:56 +01:00
ZioPao
df9f559078 fix: working amputations in mp 2026-01-27 01:33:54 +01:00
ZioPao
1fb3899a5a chore: stuff to move around for 42.13 2026-01-15 22:37:13 +01:00
ZioPao
457f89b064 fix: error while amputating 2026-01-15 22:37:06 +01:00
ZioPao
27d79c5802 chore: removed old b41 tasks 2026-01-08 01:56:20 +01:00
ZioPao
92a0b9ef18 fix: encoding UA again 2026-01-08 01:53:02 +01:00
Vinellon
494b4b576f fix encoding for translate files 2026-01-08 01:43:35 +01:00
ZioPao
76fcb1ac97 Merge branch 'dev-42.13' of https://github.com/ZioPao/The-Only-Cure into dev-42.13-merge 2026-01-08 01:39:40 +01:00
ZioPao
fba1b2e643 fix: wip changes for traits and infection healing 2026-01-08 01:26:17 +01:00
ZioPao
2cf7df16b3 refactor: changes to StaticData and registries 2026-01-08 01:25:53 +01:00
ZioPao
898e8ec653 refactor: restored new bodylocs 2026-01-08 01:23:53 +01:00
guiriguy
943e3a8f3c Refactor prosthetic limb string constants
Updated string constants for prosthetic limbs and body locations.
2025-12-18 22:51:51 +01:00
guiriguy
442af10b7a Update Registries.lua 2025-12-18 22:51:27 +01:00
guiriguy
c9d6236b89 Refactor BodyLocations.lua for improved management
Refactored BodyLocations.lua to streamline body location management and improve functionality.
2025-12-18 22:51:06 +01:00
guiriguy
e884985fe3 Refactor player courage and temperature checks 2025-12-18 22:50:28 +01:00
guiriguy
38fe71bc72 Refactor ProsthesisHandler for B42 compatibility 2025-12-18 22:48:17 +01:00
guiriguy
b650b2a590 Refactor tourniquet check and update patient stats 2025-12-18 22:48:00 +01:00
guiriguy
da7621c0f0 Refactor LocalPlayerController to use TOC registries 2025-12-18 22:47:31 +01:00
guiriguy
acd2e9c547 Refactor TOC registries for traits and body locations 2025-12-18 22:46:57 +01:00
ZioPao
27d9b3a513 fix: bodyloc check for tourniquets 2025-12-16 01:02:51 +01:00
ZioPao
aa61a3390c fix: wrong dir for Translate 2025-12-16 00:56:06 +01:00
ZioPao
b84c2a593d fix: items bodylocs 2025-12-16 00:56:00 +01:00
ZioPao
cdf0473065 fix: Type to ItemType in items ZedScripts 2025-12-16 00:51:23 +01:00
ZioPao
40da330b41 fix: trait init in LocalPlayerController 2025-12-16 00:51:05 +01:00
ZioPao
20fa1bd05e refactor: removed compat with b41 entirely 2025-12-16 00:34:40 +01:00
ZioPao
3f888e7f22 fix: bodyloc for b42 mp 2025-12-14 10:39:28 +01:00
Vinellon
d84554ff07 fix encoding for translate files 2025-11-17 19:37:38 +03:00
Pao
ec87d128e4 Merge pull request #217 from ZioPao/dev
v2.2.2
2025-11-15 21:38:24 +01:00
ZioPao
be4588fc43 chore: bump to mod version - 2.2.2 2025-10-12 17:45:09 +02:00
ZioPao
4bafb3a15c fix: went back to previous look for amputations 2025-10-12 17:16:52 +02:00
ZioPao
fd056aea1e fix: amputation items not hiding anymore 2025-10-09 22:32:41 +02:00
ZioPao
100abab2aa fix: workshop.txt 2025-10-05 16:17:55 +02:00
ZioPao
789b0635e0 fix: workshop.txt for b42 2025-10-05 16:08:56 +02:00
ZioPao
d6d9ba7028 Bump to mod version 2025-10-05 16:03:21 +02:00
ZioPao
a182fb07e5 chore: updates to workshop files for b42 2025-10-04 18:55:48 +02:00
ZioPao
528a43247a add: better wound textures 2025-10-04 16:38:50 +02:00
ZioPao
b281ce7d12 add: gen_amp_textures 2025-10-04 16:38:25 +02:00
ZioPao
9db3a1c944 fix: better masks for amputations 2025-10-04 15:40:10 +02:00
ZioPao
a74e33134d fix: switched to multiple body locs to fix some old issues and prepare for better visuals overhaul 2025-10-04 02:32:48 +02:00
ZioPao
1caf4a4b49 fix: fix for cheat prevention with both hands feasibility to false 2025-09-30 01:01:41 +02:00
ZioPao
5f71cebdc0 fix: override for both hands interaction for b42 and cheat prevention 2025-09-30 00:58:37 +02:00
ZioPao
4714bd7b82 fix: recipes 2025-09-30 00:53:15 +02:00
ZioPao
4d20cc2559 fix: baseline recipes for b42 2025-09-29 02:03:00 +02:00
ZioPao
5ec0ec1a9b fix: 42.12 new bodyloc 2025-09-29 01:31:18 +02:00
ZioPao
89a28e846a refactor: cleaning 2025-09-29 01:04:08 +02:00
ZioPao
a511ac777a refactor: reorganized settings for cd 2025-07-14 02:46:43 +02:00
ZioPao
04c7172d82 refactor: removed old code 2025-07-14 01:15:39 +02:00
ZioPao
522c49b40c chore: cleaning and setting up stuff 2025-04-17 18:23:18 +02:00
Pao
b5266cd7cd Merge pull request #200 from ZioPao/dev
v2.1.7
2025-04-17 16:18:41 +02:00
ZioPao
8c8aa8351b mod version 2025-04-17 15:53:49 +02:00
ZioPao
3eeb9d1000 fix: hotfix to IgnoredActions 2025-04-17 15:46:22 +02:00
ZioPao
c60a2c56ec fix: fixed (once and for all, hopefully) hotbar handling 2025-04-17 12:54:50 +02:00
ZioPao
69025c8262 fix: disabled ISDetachItemHotbar override, broken and unneccesary 2025-04-17 12:52:23 +02:00
ZioPao
80e9391db5 fix: fixed ignored actions that should ignore toc calculations 2025-04-17 12:42:35 +02:00
ZioPao
d7bdee1d26 fix: broken skipTOC check for timed actions 2025-04-17 12:18:27 +02:00
ZioPao
8234abd5e2 refactor: changed check for version 2025-04-17 11:26:58 +02:00
ZioPao
9011579f08 chore: changes to structure 2025-04-17 11:01:03 +02:00
ZioPao
be6466976c add: added known incompatibilies to mod.info for B42 2025-04-17 11:00:46 +02:00
ZioPao
9ab584d977 chore: fix to some stupid config issues 2025-04-17 03:38:02 +02:00
ZioPao
b0d3520173 fix: #174 2025-04-15 03:07:20 +02:00
ZioPao
bbd36f7dc2 chore: changes to vscode config and updated gitignore for symink 2025-04-15 03:02:38 +02:00
ZioPao
3fc37f56d6 refactor: cleaning dev stuff 2025-04-13 03:21:34 +02:00
ZioPao
d5fd735de8 refactor: cleaning code 2025-04-13 03:21:06 +02:00
ZioPao
253c5717a9 refactor: removed unused code 2025-04-13 03:16:06 +02:00
ZioPao
d850691053 Chore: changes to vscode config 2025-04-13 03:08:49 +02:00
ZioPao
f728520f9e Chore: fixed config for umbrella 2025-04-12 15:16:02 +02:00
ZioPao
67f51ca845 Change: unified perks into one single parent, added translations for perk tooltips (b42) 2025-04-03 00:37:18 +02:00
ZioPao
e07af54d27 Fix: moved UI files for b42 to correct location 2025-04-03 00:16:21 +02:00
ZioPao
6e47f945c5 Add: #180 2025-04-03 00:00:53 +02:00
ZioPao
644376cea0 Fix: #186 2025-04-02 23:57:17 +02:00
ZioPao
6a3fa76e00 Fix: added more checks in DataController to prevent issues, thanks PhysiksTV 2025-04-02 18:12:45 +02:00
ZioPao
6e674959ab UI: Fixed color for Health panel female covers (b41 only) 2025-04-02 02:04:44 +02:00
ZioPao
d52f3f6bf2 UI: Moved specific b42 health panel files to 42 folder, restored old files for b41 2025-04-02 01:59:58 +02:00
ZioPao
5acab111f2 git: Modified gitignore 2025-04-02 01:57:35 +02:00
ZioPao
61f505fa8e Dev: modified tasks and settings (vscode) 2025-04-02 01:36:37 +02:00
ZioPao
6abd89cea7 UI: Fixed male Health Panel 2025-04-02 01:32:30 +02:00
ZioPao
768a0dbdab UI: Better test pattern for Health Panel debugging 2025-04-02 01:16:51 +02:00
ZioPao
d96c26d099 UI: fixed health panel for Female chars 2025-04-02 00:42:58 +02:00
ZioPao
f93c0503f8 Fix unequip prosthesis for b42 2025-03-31 22:46:12 +02:00
ZioPao
671bf133e3 Fixes for overriden methods, compat with b41 2025-03-31 22:22:17 +02:00
ZioPao
1e754895a0 Re-added lua timers 2025-03-31 20:56:23 +02:00
ZioPao
9a11047e3c Fix to Traits 2025-03-31 19:57:38 +02:00
ZioPao
db6f315f89 Readded translations, finalized folder struct 2025-03-31 19:57:27 +02:00
ZioPao
729e3b62e7 Reverted common for B41 2025-03-31 06:45:44 +02:00
ZioPao
7c8cfb0fcc Added mod.info for b41 2025-03-31 06:43:19 +02:00
ZioPao
bb19da2b4b Removed icon and poster from versioned folder, added dynamically 2025-03-31 02:47:26 +02:00
ZioPao
471608f9ba minVersion=42.6 2025-03-31 02:40:13 +02:00
ZioPao
71b854efe2 Moved everything to common. 2025-03-31 02:36:15 +02:00
ZioPao
e919c8c01b Bump to mod version and changed folder for specific game version 2025-03-31 02:17:40 +02:00
ZioPao
b6b61b872f Bump to mod version 2025-03-31 02:15:49 +02:00
ZioPao
58d5c8e13d Moved TR translation to correct folder 2025-03-31 02:00:19 +02:00
ZioPao
cc5e67aceb Moved Translations to common folder, merged pgmbru changes manually 2025-03-31 01:59:27 +02:00
ZioPao
f77a357dab Updated to current unstable version and fixed Healthpanel again 2025-03-31 01:46:49 +02:00
Pao
499db8cd78 Merge pull request #193 from ZioPao/dev-b42
Dev b42
2025-03-31 00:40:24 +02:00
Pao
ffce5fac2e Merge pull request #182 from VVentos0/main
Turkish Translation Added
2025-02-26 01:51:43 +01:00
VVentos0
81842f7020 Turkish Translate Added
I made Turkish Translate for your mod. This Translate only for B41 because the encode is ANSI (Windows-1254)

If you going to update your mod to B42 .txt files should be UTF-08 I'll post B42 files too. Please don't forget to add B42 Translation after B42 Update <3
2025-01-11 10:17:03 +03:00
ZioPao
d846b853ff Fix for ISHealthPanel 2025-01-04 21:21:05 +01:00
ZioPao
0f4117cd34 moved common files 2025-01-04 21:07:34 +01:00
ZioPao
736d527a13 Fix instanceItem, oops 2025-01-04 21:00:39 +01:00
ZioPao
1ded7f976c Replaced InventoryItemFactory with instanceItem 2025-01-04 20:46:11 +01:00
ZioPao
6635cc19b2 moved folders 2025-01-04 20:44:12 +01:00
ZioPao
5d8e60a2e4 Updated tasks for b42 dev 2025-01-04 20:25:22 +01:00
Pao
5515b6bd4f Merge pull request #157 from ZioPao/dev
v2.1.5
2024-10-22 01:12:27 +02:00
ZioPao
ba267cb900 I should stop trying to fix stuff while I'm falling asleep 2024-10-22 01:09:41 +02:00
Pao
90ca2edbce Merge pull request #155 from ZioPao/dev
v2.1.5
2024-10-22 00:11:35 +02:00
ZioPao
00d5d83ea2 Bump to mod version 2024-10-22 00:10:49 +02:00
ZioPao
849c17051a Fixed broken checks for admin menu 2024-10-22 00:10:40 +02:00
Pao
0071d2ac3f Merge pull request #148 from ZioPao/dev
v2.1.4
2024-10-19 18:42:08 +02:00
ZioPao
68605ddb35 Bump to mod version 2024-10-19 18:37:02 +02:00
377 changed files with 1736 additions and 2483 deletions

3
.gitignore vendored
View File

@@ -1 +1,2 @@
.vscode
dev_stuff/gen_amp_textures/.venv
dev_stuff/gen_amp_textures/output

37
.vscode/settings.json vendored
View File

@@ -1,16 +1,27 @@
{
"todo-tree.tree.scanMode": "workspace",
"mod_id": "3236152598",
"zomboid_user_folder": "C:/Users/picch/Zomboid",
"zomboid_folder": "E:\\Steam\\steamapps\\common\\ProjectZomboid",
"zomboid_server_folder": "E:\\Steam\\steamapps\\common\\Project Zomboid Dedicated Server",
"Lua.diagnostics.globals": [
"ModOptions",
"zombie",
"_"
"Lua.workspace.library": [
"${addons}/umbrella-unstable/module/library"
],
"Lua.format.defaultConfig": {
"indent_style": "space",
"indent_size": "2"
}
"Lua.runtime.version": "Lua 5.1",
"Lua.runtime.path": [
"?.lua",
"?/init.lua",
"server/?.lua"
],
"Lua.completion.requireSeparator": "/",
"Lua.runtime.builtin": {
"debug": "disable",
"io": "disable",
"package": "disable"
},
"Lua.workspace.checkThirdParty": false,
"Lua.workspace.ignoreDir": [
".vscode",
"dev_stuff",
"workshop_files"
],
"Lua.diagnostics.globals": [
"FHSwapHandsAction",
"timer"
]
}

116
.vscode/tasks.json vendored
View File

@@ -6,48 +6,82 @@
{
"label": "Create Workshop folder",
"type": "shell",
"options": {"statusbar": {"label": "$(combine) Assemble Mod"}},
"command": "python ${config:zomboid_user_folder}/PaosCrap/make_workshop_pack.py picch ${workspaceFolderBasename}",
"options": {"statusbar": {"label": "$(combine) Assemble Mod - B42"}},
"command": "python ${config:zomboid_user_folder}/PaosCrap/make_workshop_pack.py \"42\" \"picch\" \"${workspaceFolderBasename}\" \"\"",
},
{
"label": "Create Workshop folder",
"type": "shell",
"options": {"statusbar": {"label": "$(combine) Assemble Mod (Test)"}},
"command": "python ${config:zomboid_user_folder}/PaosCrap/make_workshop_pack.py \"picch\" \"${workspaceFolderBasename}\" \"test\"",
},
{
"label": "Bump Mod Version",
"type": "shell",
"options": {"statusbar": {"label": "$(arrow-up) Bump Mod Version"}},
"command": "python ${config:zomboid_user_folder}/PaosCrap/bump_version.py media/lua/client/TOC/Main.lua",
"command": "python ${config:zomboid_user_folder}/PaosCrap/bump_version.py common/media/lua/client/TOC/Main.lua",
},
{
"label": "Run Zomboid Debug No Steam",
"label": "Run Zomboid Debug No Steam (42)",
"type": "shell",
"presentation": {
"group": "groupZomboid"
},
"command": "\"${config:zomboid_folder}\\ProjectZomboid64 - nosteam-debug.bat\"",
"options": {"statusbar": {"label": "$(run) Zomboid client"}},
"command": "\"${config:zomboid_folder_b42}\\ProjectZomboid64_Debug_NoSteam.bat\"",
"options": {"statusbar": {"label": "$(run) Zomboid client (42)"}},
"problemMatcher": [
"$eslint-stylish"
]
},
{
"label": "Run Zomboid Debug No Steam 2",
"type": "shell",
"command": "\"${config:zomboid_folder}\\ProjectZomboid64 - nosteam-debug.bat\"",
"options": {"statusbar": {"hide": true}},
},
{
"label": "Run Zomboid Debug No Steam (42) - 2nd Instance",
"type": "shell",
"presentation": {
"group": "groupZomboid"
},
"command": "\"${config:zomboid_folder_b42}\\ProjectZomboid64_Debug_NoSteam.bat\"",
"options": {"statusbar": {"label": "$(run) Zomboid client (42) - 2nd Instance"}},
"problemMatcher": [
"$eslint-stylish"
]
},
{
"label": "Run two instances of Zomboid Debug No Steam",
"options": {"statusbar": {"label": "$(run-all) Two Zomboid Clients"}},
"presentation": {
"reveal": "always",
"panel": "new"
},
"dependsOn": [
"Run Zomboid Debug No Steam", "Run Zomboid Debug No Steam 2"],
"problemMatcher": []
},
// {
// "label": "Run Zomboid Debug No Steam",
// "type": "shell",
// "presentation": {
// "group": "groupZomboid"
// },
// "command": "\"${config:zomboid_folder}\\ProjectZomboid64 - nosteam-debug.bat\"",
// "options": {"statusbar": {"label": "$(run) Zomboid client"}},
// "problemMatcher": [
// "$eslint-stylish"
// ]
// },
// {
// "label": "Run Zomboid Debug No Steam 2",
// "type": "shell",
// "command": "\"${config:zomboid_folder}\\ProjectZomboid64 - nosteam-debug.bat\"",
// "options": {"statusbar": {"hide": true}},
// "problemMatcher": [
// "$eslint-stylish"
// ]
// },
// {
// "label": "Run two instances of Zomboid Debug No Steam",
// "options": {"statusbar": {"label": "$(run-all) Two Zomboid Clients"}},
// "presentation": {
// "reveal": "always",
// "panel": "new"
// },
// "dependsOn": [
// "Run Zomboid Debug No Steam", "Run Zomboid Debug No Steam 2"],
// "problemMatcher": []
// },
{
"label": "Run Zomboid Test Server",
"options": {"statusbar": {"label": "$(run) Zomboid Server (TOC)"}},
@@ -57,23 +91,23 @@
"$eslint-stylish"
]
},
{
"label": "Run Zomboid Test Server 2",
"options": {"statusbar": {"label": "$(run) Zomboid Server (TOC+FH+BH)"}},
"type": "shell",
"command":"\"${config:zomboid_server_folder}\\StartServer64_nosteam_custom.bat\" TOC_FH_BH",
"problemMatcher": [
"$eslint-stylish"
]
},
{
"label": "Run Zomboid Test Server 3",
"options": {"statusbar": {"label": "$(run) Zomboid Server (TOC+FH+BH+iMedsFixed)"}},
"type": "shell",
"command":"\"${config:zomboid_server_folder}\\StartServer64_nosteam_custom.bat\" TOC_FH_BH_imeds",
"problemMatcher": [
"$eslint-stylish"
]
}
// {
// "label": "Run Zomboid Test Server 2",
// "options": {"statusbar": {"label": "$(run) Zomboid Server (TOC+FH+BH)"}},
// "type": "shell",
// "command":"\"${config:zomboid_server_folder}\\StartServer64_nosteam_custom.bat\" TOC_FH_BH",
// "problemMatcher": [
// "$eslint-stylish"
// ]
// },
// {
// "label": "Run Zomboid Test Server 3",
// "options": {"statusbar": {"label": "$(run) Zomboid Server (TOC+FH+BH+iMedsFixed)"}},
// "type": "shell",
// "command":"\"${config:zomboid_server_folder}\\StartServer64_nosteam_custom.bat\" TOC_FH_BH_imeds",
// "problemMatcher": [
// "$eslint-stylish"
// ]
// }
]
}

View File

@@ -7,9 +7,10 @@
<m_AllowRandomHue>false</m_AllowRandomHue>
<m_AllowRandomTint>false</m_AllowRandomTint>
<m_Masks>3</m_Masks>
<m_Masks>4</m_Masks>
<m_Masks>3</m_Masks>
<!-- <m_UnderlayMasksFolder>media/textures/Amputations/Masks</m_UnderlayMasksFolder> -->
<!-- HUMAN -->

View File

@@ -10,6 +10,8 @@
<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>

View File

@@ -0,0 +1,39 @@
<?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\Hand\skin01_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin02_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin03_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin04_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin05_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin01_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin02_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin03_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin04_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\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>

View File

@@ -0,0 +1,37 @@
<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\Hand\skin01_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin02_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin03_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin04_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin05_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin01_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin02_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin03_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin04_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\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>

View File

@@ -9,6 +9,8 @@
<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>

View File

@@ -8,6 +8,7 @@
<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>

View File

@@ -8,8 +8,7 @@ local DataController = require("TOC/Controllers/DataController")
---@param context ISContextMenu
---@param worldobjects table
local function AddAdminTocOptions(playerNum, context, worldobjects)
if (isClient() and not isDebugEnabled()) or isAdmin() then return end
if not(isClient() and isAdmin() or isDebugEnabled()) then return end
local players = {}
for _, v in ipairs(worldobjects) do
@@ -32,6 +31,7 @@ local function AddAdminTocOptions(playerNum, context, worldobjects)
end
-- ugly This whole section should be done better
for _, pl in pairs(players) do
---@cast pl IsoPlayer
@@ -46,7 +46,6 @@ local function AddAdminTocOptions(playerNum, context, worldobjects)
sendClientCommand(CommandsData.modules.TOC_RELAY, CommandsData.server.Relay.RelayExecuteInitialization,
{ patientNum = clickedPlayerNum })
else
-- TODO ugly
ClientRelayCommands.ReceiveExecuteInitialization()
end
end)
@@ -66,12 +65,13 @@ local function AddAdminTocOptions(playerNum, context, worldobjects)
{ patientNum = clickedPlayerNum, limbName = limbName })
else
ClientRelayCommands.ReceiveExecuteAmputationAction({surgeonNum=clickedPlayerNum, limbName=limbName, damagePlayer=false})
-- todo ugly
end
end)
end
end
end
Events.OnFillWorldObjectContextMenu.Add(AddAdminTocOptions)

View File

@@ -12,7 +12,7 @@ local ClientRelayCommands = {}
local function InitAmputationHandler(limbName, surgeonNum)
-- TODO Pretty unclean
local surgeonPl = getSpecificPlayer(surgeonNum)
local surgeonPl = getSpecificPlayer(surgeonNum) -- fix broken, getOnlineID not working anymore
local handler = AmputationHandler:new(limbName, surgeonPl)
return handler
end
@@ -46,6 +46,14 @@ 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()

View File

@@ -50,6 +50,10 @@ Compat.handlers = {
['iMedsFixed'] = {
fun = Compat.iMeds,
isActive = false}
-- TODO Check if FirstAidOverhaul can be made compatible
}

View File

@@ -5,7 +5,7 @@ local StaticData = require("TOC/StaticData")
----------------
--- An instance will be abbreviated with dcInst
-- https://github.com/ZioPao/The-Only-Cure/issues/187
--- Handle all TOC mod data related stuff
---@class DataController
@@ -57,7 +57,6 @@ function DataController:setup(key)
---@type tocModDataType
self.tocData = {
-- Generic stuff that does not belong anywhere else
isInitializing = true,
isIgnoredPartInfected = false,
isAnyLimbCut = false,
limbs = {},
@@ -93,16 +92,16 @@ function DataController:setup(key)
-- Sync with the server
self:apply()
-- -- Disable lock
-- self.tocData.isInitializing = false
-- ModData.add(key, self.tocData)
triggerEvent("OnSetupTocData")
end
---In case of desync between the table on ModData and the table here
---@param tocData tocModDataType
function DataController:applyOnlineData(tocData)
if not tocData or not tocData.limbs then
TOC_DEBUG.print("Received invalid tocData")
return
end
local key = CommandsData.GetKey(self.username)
ModData.add(key, tocData)
self.tocData = ModData.get(key)
@@ -229,12 +228,8 @@ end
---@param limbName string
---@return boolean
function DataController:getIsCut(limbName)
if not self.isDataReady then return false end
if self.tocData.limbs[limbName] then
return self.tocData.limbs[limbName].isCut
else
return false
end
if not self.isDataReady or not self.tocData or not self.tocData.limbs then return false end
return self.tocData.limbs[limbName] and self.tocData.limbs[limbName].isCut or false
end
---Get isVisible
@@ -339,14 +334,11 @@ end
---@param cicatrizationTime integer?
function DataController:setLimbParams(limbName, ampStatus, cicatrizationTime)
local limbData = self.tocData.limbs[limbName]
if ampStatus.isCut ~= nil then limbData.isCut = ampStatus.isCut end
if ampStatus.isInfected ~= nil then limbData.isInfected = ampStatus.isInfected end
if ampStatus.isOperated ~= nil then limbData.isOperated = ampStatus.isOperated end
if ampStatus.isCicatrized ~= nil then limbData.isCicatrized = ampStatus.isCicatrized end
if ampStatus.isCauterized ~= nil then limbData.isCauterized = ampStatus.isCauterized end
if ampStatus.woundDirtyness ~= nil then limbData.woundDirtyness = ampStatus.woundDirtyness end
if ampStatus.isVisible ~= nil then limbData.isVisible = ampStatus.isVisible end
for k, v in pairs(ampStatus) do
if v ~= nil then
limbData[k] = v
end
end
if cicatrizationTime ~= nil then limbData.cicatrizationTime = cicatrizationTime end
end
@@ -403,9 +395,6 @@ function DataController.ReceiveData(key, data)
handler:setup(key)
elseif data and data.limbs then
-- Let's validate that the data structure is actually valid to prevent issues
if data.isUpdateFromServer then
TOC_DEBUG.print("Update from the server")
end
handler:applyOnlineData(data)
elseif username == getPlayer():getUsername() then
TOC_DEBUG.print("Trying to load local data or no data is available")

View File

@@ -5,14 +5,51 @@ local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
local CommonMethods = require("TOC/CommonMethods")
local StaticData = require("TOC/StaticData")
local OverridenMethodsArchive = require("TOC/OverridenMethodsArchive")
-----------------
---@class LimitActionsController
local LimitActionsController = {}
--* TIMED ACTIONS *--
-- We want to be able to modify how long actions are gonna take,
-- depending on amputation status and kind of action. Also, when the
-- player has not completely cicatrized their own wounds, and try to do any action with
-- a prosthesis on, that can trigger random bleeds.
--* DISABLE WEARING CERTAIN ITEMS WHEN NO LIMB
function LimitActionsController.CheckLimbFeasibility(limbName)
local dcInst = DataController.GetInstance()
local isFeasible = not dcInst:getIsCut(limbName) or dcInst:getIsProstEquipped(limbName)
--TOC_DEBUG.print("isFeasible="..tostring(isFeasible))
return isFeasible
end
---@param obj any
---@param wrappedFunc function
---@param item InventoryItem
---@return boolean
function LimitActionsController.WrapClothingAction(obj, wrappedFunc, item)
local isEquippable = wrappedFunc(obj)
if not isEquippable then return isEquippable end
local itemBodyLoc = item:getBodyLocation()
local limbToCheck = StaticData.AFFECTED_BODYLOCS_TO_LIMBS_IND_STR[itemBodyLoc]
if LimitActionsController.CheckLimbFeasibility(limbToCheck) then return isEquippable else return false end
end
-- We need to override when the player changes key binds manually to be sure that TOC changes are re-applied
local og_MainOptions_apply = MainOptions.apply
function MainOptions:apply(closeAfter)
og_MainOptions_apply(self, closeAfter)
CachedDataHandler.OverrideBothHandsFeasibility()
end
--------------------------------------------
--* TIMED ACTIONS
--* We want to be able to modify how long actions are gonna take,
--* depending on amputation status and kind of action. Also, when the
--* player has not completely cicatrized their own wounds, and try to do any action with
--* a prosthesis on, that can trigger random bleeds.
local function CheckHandFeasibility(limbName)
TOC_DEBUG.print("Checking hand feasibility: " .. limbName)
@@ -24,18 +61,18 @@ local function CheckHandFeasibility(limbName)
end
--* Time to perform actions overrides *--
--* Time to perform actions overrides
local og_ISBaseTimedAction_adjustMaxTime = ISBaseTimedAction.adjustMaxTime
--- Adjust time
---@diagnostic disable-next-line: duplicate-set-field
function ISBaseTimedAction:adjustMaxTime(maxTime)
local time = og_ISBaseTimedAction_adjustMaxTime(self, maxTime)
--TOC_DEBUG.print("Running override for adjustMaxTime")
-- Exceptions handling, if we find that parameter then we just use the original time
local actionsQueue = ISTimedActionQueue.getTimedActionQueue(getPlayer())
if actionsQueue and actionsQueue.current and actionsQueue.skipTOC then
--TOC_DEBUG.print("Should skip TOC stuff")
if actionsQueue and actionsQueue.current and actionsQueue.current.skipTOC then
TOC_DEBUG.print("Should skip TOC stuff")
return time
end
@@ -78,37 +115,58 @@ function ISBaseTimedAction:adjustMaxTime(maxTime)
return time
end
--* Random bleeding during cicatrization + Perks leveling override *--
--* Random bleeding during cicatrization + Perks leveling override
local og_ISBaseTimedAction_perform = ISBaseTimedAction.perform
--- After each action, level up perks
---@diagnostic disable-next-line: duplicate-set-field
function ISBaseTimedAction:perform()
og_ISBaseTimedAction_perform(self)
TOC_DEBUG.print("Running ISBaseTimedAction.perform override")
TOC_DEBUG.print("max time: " .. tostring(self.maxTime))
--TOC_DEBUG.print("Running ISBaseTimedAction.perform override")
--TOC_DEBUG.print("max time: " .. tostring(self.maxTime))
local dcInst = DataController.GetInstance()
if not dcInst:getIsAnyLimbCut() then return end
if not dcInst:getIsAnyLimbCut() or self.noExp then return end
--* LEVELING
-- First check level of perks. if already at max, skip
local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(LocalPlayerController.username)
local xp = self.maxTime / 100
-- TODO Exp should be added while doing the action, not after it's done
-- Prevent xp from being negative and decreasing perks
if xp < 0 then xp = 0 end
for k, _ in pairs(amputatedLimbs) do
local limbName = k
-- We're checking for only "visible" amputations to prevent from having bleeds everywhere
if dcInst:getIsCut(limbName) and dcInst:getIsVisible(limbName) then
local side = CommonMethods.GetSide(limbName)
LocalPlayerController.playerObj:getXp():AddXP(Perks["Side_" .. side], xp)
if not dcInst:getIsCicatrized(limbName) and dcInst:getIsProstEquipped(limbName) then
TOC_DEBUG.print("Trying for bleed, player met the criteria")
LocalPlayerController.TryRandomBleed(self.character, limbName)
local ampPerk = Perks["Side_" .. side]
local ampPerkLevel = LocalPlayerController.playerObj:getPerkLevel(ampPerk)
if ampPerkLevel < 10 then
--TOC_DEBUG.print("Levelling")
LocalPlayerController.playerObj:getXp():AddXP(ampPerk, xp)
end
-- Level up prosthesis perk
if dcInst:getIsProstEquipped(limbName) then
LocalPlayerController.playerObj:getXp():AddXP(Perks["ProstFamiliarity"], xp)
local prostPerk = Perks["ProstFamiliarity"]
local prostPerkLevel = LocalPlayerController.playerObj:getPerkLevel(prostPerk)
if prostPerkLevel < 10 then
LocalPlayerController.playerObj:getXp():AddXP(prostPerk, xp)
end
end
-- Bleeding when not cicatrized
if not dcInst:getIsCicatrized(limbName) and dcInst:getIsProstEquipped(limbName) then
--TOC_DEBUG.print("Trying for bleed, player met the criteria")
LocalPlayerController.TryRandomBleed(self.character, limbName)
end
end
end
@@ -124,7 +182,7 @@ end
--* Equipping items overrides *--
local og_ISEquipWeaponAction_isValid = ISEquipWeaponAction.isValid
---Add a condition to check the feasibility of having 2 handed weapons or if both arms are cut off
---@return boolean
---@return boolean?
---@diagnostic disable-next-line: duplicate-set-field
function ISEquipWeaponAction:isValid()
local isValid = og_ISEquipWeaponAction_isValid(self)
@@ -291,6 +349,12 @@ function ISWorldObjectContextMenu.createMenu(player, worldobjects, x, y, test)
---@type ISContextMenu
local ogContext = og_ISWorldObjectContextMenu_createMenu(player, worldobjects, x, y, test)
-- goddamn it, zomboid devs. ogContext could be a boolean...
-- TBH, I don't really care about gamepad support, but all this method can break stuff. Let's just disable thisfor gamepad users.
if type(ogContext) == "boolean" or type(ogContext) == "string" then
return ogContext
end
-- The vanilla game doesn't count an item in the off hand as "equipped" for picking up glass. Let's fix that here
local brokenGlassOption = ogContext:getOptionFromName(getText("ContextMenu_RemoveBrokenGlass"))
@@ -322,42 +386,30 @@ function ISWorldObjectContextMenu.createMenu(player, worldobjects, x, y, test)
return ogContext
end
--* DISABLE WEARING CERTAIN ITEMS WHEN NO LIMB
local function CheckLimbFeasibility(limbName)
local dcInst = DataController.GetInstance()
local isFeasible = not dcInst:getIsCut(limbName) or dcInst:getIsProstEquipped(limbName)
--TOC_DEBUG.print("isFeasible="..tostring(isFeasible))
return isFeasible
end
---@param obj any
---@param wrappedFunc function
---@param item InventoryItem
---@return boolean
local function WrapClothingAction(obj, wrappedFunc, item)
local isEquippable = wrappedFunc(obj)
if not isEquippable then return isEquippable end
local itemBodyLoc = item:getBodyLocation()
local limbToCheck = StaticData.AFFECTED_BODYLOCS_TO_LIMBS_IND_STR[itemBodyLoc]
if CheckLimbFeasibility(limbToCheck) then return isEquippable else return false end
end
---@diagnostic disable-next-line: duplicate-set-field
local og_ISWearClothing_isValid = ISWearClothing.isValid
function ISWearClothing:isValid()
return WrapClothingAction(self, og_ISWearClothing_isValid, self.item)
return LimitActionsController.WrapClothingAction(self, og_ISWearClothing_isValid, self.item)
end
local og_ISClothingExtraAction_isValid = ISClothingExtraAction.isValid
local og_ISClothingExtraAction_isValid = OverridenMethodsArchive.Save("ISClothingExtraAction_isValid", ISClothingExtraAction.isValid)
---@diagnostic disable-next-line: duplicate-set-field
function ISClothingExtraAction:isValid()
return WrapClothingAction(self, og_ISClothingExtraAction_isValid, InventoryItemFactory.CreateItem(self.extra))
return LimitActionsController.WrapClothingAction(self, og_ISClothingExtraAction_isValid, instanceItem(self.extra))
end
--* Book exception for exp
local og_ISReadABook_perform = ISReadABook.perform
function ISReadABook:perform()
self.noExp = true
og_ISReadABook_perform(self)
end
return LimitActionsController

View File

@@ -1,8 +1,11 @@
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")
-----------
@@ -37,8 +40,7 @@ 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
local ItemsController = require("TOC/Controllers/ItemsController")
ItemsController.Player.DeleteAllOldAmputationItems(playerObj)
sendClientCommand(CommandsData.modules.TOC_ITEMS, "DeleteAllOldAmputationItems", {playerNum = playerObj:getOnlineID()})
CachedDataHandler.Setup(username)
end
@@ -56,7 +58,7 @@ function LocalPlayerController.ManageTraits()
local AmputationHandler = require("TOC/Handlers/AmputationHandler")
for k, v in pairs(StaticData.TRAITS_BP) do
if playerObj:HasTrait(k) then
if playerObj:hasTrait(TOC.traits[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)
@@ -93,7 +95,8 @@ function LocalPlayerController.HealArea(bodyPart)
bodyPart:setBleedingTime(0)
bodyPart:SetBitten(false)
bodyPart:setBiteTime(0)
--bodyPart:setBiteTime(0)
bodyPart:SetInfected(false)
bodyPart:setCut(false)
bodyPart:setCutTime(0)
@@ -110,14 +113,14 @@ end
---@param bodyPart BodyPart
---@param limbName string
---@param dcInst DataController
function LocalPlayerController.HealZombieInfection(bodyDamage, bodyPart, limbName, dcInst)
function LocalPlayerController.HealZombieInfection(bodyDamage, limbName, dcInst)
-- FIX Different in B42.13, to be set with stats?
if bodyDamage:isInfected() == false then return end
bodyDamage:setInfected(false)
bodyDamage:setInfectionMortalityDuration(-1)
bodyDamage:setInfectionTime(-1)
bodyDamage:setInfectionLevel(-1)
bodyPart:SetInfected(false)
--bodyPart:SetInfected(false)
dcInst:setIsInfected(limbName, false)
dcInst:apply()
@@ -183,7 +186,7 @@ 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, bodyPart, limbName, dcInst)
LocalPlayerController.HealZombieInfection(bd, limbName, dcInst)
end
else
if (bodyPart:bitten() or bodyPart:IsInfected()) and not dcInst:getIsInfected(limbName) then
@@ -317,9 +320,10 @@ function LocalPlayerController.HandleSetCicatrization(dcInst, playerObj, limbNam
dcInst:setIsCicatrized(limbName, true)
dcInst:setCicatrizationTime(limbName, 0)
-- Set visuals for the amputation
local ItemsController = require("TOC/Controllers/ItemsController")
ItemsController.Player.OverrideAmputationItemVisuals(playerObj, limbName, true)
-- -- Set visuals for the amputation
sendClientCommand(CommandsData.modules.TOC_ITEMS, "OverrideAmputationItemVisuals",
{playerNum = playerObj:getOnlineID(), limbName = limbName, isCicatrized = true})
end
--* Object drop handling when amputation occurs

View File

@@ -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
@@ -94,16 +94,19 @@ end
local og_ISClothingExtraAction_perform = ISClothingExtraAction.perform
---@diagnostic disable-next-line: duplicate-set-field
function ISClothingExtraAction:perform()
TourniquetController.WrapClothingAction(self, og_ISClothingExtraAction_perform)
end
local og_ISWearClothing_isValid = ISWearClothing.isValid
---@diagnostic disable-next-line: duplicate-set-field
function ISWearClothing:isValid()
return TourniquetController.WrapClothingAction(self, og_ISWearClothing_isValid)
end
local og_ISUnequipAction_perform = ISUnequipAction.perform
---@diagnostic disable-next-line: duplicate-set-field
function ISUnequipAction:perform()
return TourniquetController.WrapClothingAction(self, og_ISUnequipAction_perform)
end

View File

@@ -1,5 +1,8 @@
-- TODO Move this to server side for 42.13
local DataController = require("TOC/Controllers/DataController")
local ItemsController = require("TOC/Controllers/ItemsController")
local CommandsData = require("TOC/CommandsData")
local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
local LocalPlayerController = require("TOC/Controllers/LocalPlayerController")
local StaticData = require("TOC/StaticData")
@@ -152,11 +155,11 @@ function AmputationHandler:damageAfterAmputation(surgeonFactor)
bodyPart:setBleedingTime(baseDamage - surgeonFactor)
bodyPart:setDeepWounded(true)
bodyPart:setDeepWoundTime(baseDamage - surgeonFactor)
patientStats:setEndurance(surgeonFactor)
patientStats:setStress(baseDamage - surgeonFactor)
patientStats:set(CharacterStat.ENDURANCE, surgeonFactor)
patientStats:set(CharacterStat.STRESS, baseDamage - surgeonFactor)
end
---Execute the amputation. This method doesn't check if the upper limb has been amputated or not, so if
--- Execute the amputation. This method doesn't check if the upper limb has been amputated or not, so if
--- somehow the method gets triggered and we're trying to cut off a part that doesn't really exist anymore,
--- it will still be executed. This is by design, additional checks must be made BEFORE running the AmputationHandler
---@param damagePlayer boolean
@@ -174,8 +177,13 @@ function AmputationHandler:execute(damagePlayer)
LocalPlayerController.HealArea(bodyPart)
-- Give the player the correct amputation item
ItemsController.Player.DeleteOldAmputationItem(self.patientPl, self.limbName)
ItemsController.Player.SpawnAmputationItem(self.patientPl, self.limbName)
-- 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})
-- Add it to the list of cut limbs on this local client
local username = self.patientPl:getUsername()
@@ -190,8 +198,13 @@ 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)
if bd:getInfectionLevel() < 20 and bodyPart:IsInfected() and not dcInst:getIsIgnoredPartInfected() then
local infectionLevel = self.patientPl:getStats():get(CharacterStat.ZOMBIE_INFECTION)
if infectionLevel < 20 and bodyPart:IsInfected() and not dcInst:getIsIgnoredPartInfected() then
LocalPlayerController.HealZombieInfection(bd, bodyPart, self.limbName, dcInst)
end
@@ -203,7 +216,7 @@ function AmputationHandler:execute(damagePlayer)
triggerEvent("OnAmputatedLimb", self.limbName)
end
---Deletes the instance
---Delete the instance
function AmputationHandler:close()
AmputationHandler.instance = nil
end

View File

@@ -23,7 +23,7 @@ end
function CachedDataHandler.CalculateCacheableValues(username)
CachedDataHandler.CalculateHighestAmputatedLimbs(username)
if getPlayer():getUsername() == username then
CachedDataHandler.CalculateBothHandsFeasibility()
CachedDataHandler.OverrideBothHandsFeasibility()
end
end
@@ -130,14 +130,13 @@ function CachedDataHandler.GetHandFeasibility(side)
-- FIX horrendous workaround, but with a forced init we run the caching too early and it breaks this, setting it to nil.
if CachedDataHandler.handFeasibility[side] == nil then
CachedDataHandler.CalculateBothHandsFeasibility()
CachedDataHandler.OverrideBothHandsFeasibility()
end
return CachedDataHandler.handFeasibility[side]
end
function CachedDataHandler.CalculateBothHandsFeasibility()
function CachedDataHandler.OverrideBothHandsFeasibility()
CachedDataHandler.CalculateHandFeasibility("Hand_L")
CachedDataHandler.CalculateHandFeasibility("Hand_R")
local interactStr = "Interact"
@@ -151,12 +150,22 @@ function CachedDataHandler.CalculateBothHandsFeasibility()
if not CachedDataHandler.GetBothHandsFeasibility() then
TOC_DEBUG.print("Disabling interact key")
TOC_DEBUG.print("Cached current key for interact: " .. tostring(CachedDataHandler.interactKey))
getCore():addKeyBinding(interactStr, Keyboard.KEY_NONE)
else
TOC_DEBUG.print("Re-enabling interact key")
TOC_DEBUG.print("Cached current key for interact: " .. tostring(CachedDataHandler.interactKey))
getCore():addKeyBinding(interactStr, CachedDataHandler.interactKey)
if StaticData.COMPAT_42 then
getCore():addKeyBinding(interactStr, Keyboard.KEY_NONE, 0, false, false, false)
else
getCore():addKeyBinding(interactStr, Keyboard.KEY_NONE)
end
else
--TOC_DEBUG.print("Re-enabling interact key")
--TOC_DEBUG.print("Cached current key for interact: " .. tostring(CachedDataHandler.interactKey))
if StaticData.COMPAT_42 then
getCore():addKeyBinding(interactStr, CachedDataHandler.interactKey, 0, false, false, false)
else
getCore():addKeyBinding(interactStr, CachedDataHandler.interactKey)
end
end
end
@@ -165,3 +174,4 @@ function CachedDataHandler.GetBothHandsFeasibility()
end
return CachedDataHandler

View File

@@ -2,26 +2,27 @@ local CommonMethods = require("TOC/CommonMethods")
local StaticData = require("TOC/StaticData")
local DataController = require("TOC/Controllers/DataController")
local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
local OverridenMethodsArchive = require("TOC/OverridenMethodsArchive")
-------------------------
---@class ProsthesisHandler
local ProsthesisHandler = {}
local bodyLocArmProst = StaticData.MOD_BODYLOCS_BASE_IND_STR.TOC_ArmProst
local bodyLocLegProst = StaticData.MOD_BODYLOCS_BASE_IND_STR.TOC_LegProst
local bodylocArmProstBaseline = "toc:toc_armprost"
--local bodyLocLegProst = "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():contains(bodyLocArmProst)
return item:getBodyLocation():toString():contains(bodylocArmProstBaseline)
end
---Get the grouping for the prosthesis
@@ -31,13 +32,10 @@ function ProsthesisHandler.GetGroup(item)
local fullType = item:getFullType()
local side = CommonMethods.GetSide(fullType)
local bodyLocation = item:getBodyLocation()
local position
if bodyLocation == bodyLocArmProst then
if bodyLocation:toString():contains(bodylocArmProstBaseline) then
position = "Top_"
elseif bodyLocation == bodyLocLegProst then
position = "Bottom_"
else
TOC_DEBUG.print("Something is wrong, no position in this item")
position = nil
@@ -84,18 +82,11 @@ function ProsthesisHandler.SearchAndSetupProsthesis(item, isEquipping)
dcInst:apply()
-- Calculates hands feasibility once again
CachedDataHandler.CalculateBothHandsFeasibility()
CachedDataHandler.OverrideBothHandsFeasibility()
return true
end
-------------------------
--* Overrides *--
---@param item InventoryItem
---@param isEquippable boolean
---@return unknown
local function HandleProsthesisValidation(item, isEquippable)
function ProsthesisHandler.Validate(item, isEquippable)
local isProst = ProsthesisHandler.CheckIfProst(item)
if not isProst then return isEquippable end
@@ -110,37 +101,56 @@ local function HandleProsthesisValidation(item, isEquippable)
end
---@diagnostic disable-next-line: duplicate-set-field
-------------------------
--* Overrides *--
local og_ISWearClothing_isValid = ISWearClothing.isValid
---@diagnostic disable-next-line: duplicate-set-field
function ISWearClothing:isValid()
local isEquippable = og_ISWearClothing_isValid(self)
return HandleProsthesisValidation(self.item, isEquippable)
return ProsthesisHandler.Validate(self.item, isEquippable)
end
local og_ISWearClothing_perform = ISWearClothing.perform
---@diagnostic disable-next-line: duplicate-set-field
function ISWearClothing:perform()
ProsthesisHandler.SearchAndSetupProsthesis(self.item, true)
og_ISWearClothing_perform(self)
end
local og_ISClothingExtraAction_isValid = ISClothingExtraAction.isValid
local og_ISClothingExtraAction_isValid = OverridenMethodsArchive.Save("ISClothingExtraAction_isValid", ISClothingExtraAction.isValid)
---@diagnostic disable-next-line: duplicate-set-field
function ISClothingExtraAction:isValid()
local isEquippable = og_ISClothingExtraAction_isValid(self)
-- self.extra is a string, not the item
-- B42 Compatibility to add
local testItem = InventoryItemFactory.CreateItem(self.extra)
return HandleProsthesisValidation(testItem, isEquippable)
return ProsthesisHandler.Validate(testItem, isEquippable)
end
local og_ISClothingExtraAction_perform = ISClothingExtraAction.perform
local og_ISClothingExtraAction_perform = OverridenMethodsArchive.Save("ISClothingExtraAction_perform", ISClothingExtraAction.perform)
---@diagnostic disable-next-line: duplicate-set-field
function ISClothingExtraAction:perform()
-- B42 Compatibility to add
local extraItem = InventoryItemFactory.CreateItem(self.extra)
ProsthesisHandler.SearchAndSetupProsthesis(extraItem, true)
og_ISClothingExtraAction_perform(self)
end
local og_ISUnequipAction_perform = ISUnequipAction.perform
---@diagnostic disable-next-line: duplicate-set-field
function ISUnequipAction:perform()
--[[
@@ -153,15 +163,15 @@ 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())
@@ -172,7 +182,6 @@ function ISUnequipAction:perform()
-- This could break if amputated limbs aren't cached for some reason
triggerEvent("OnProsthesisUnequipped", hal)
end
end
end
end

View File

@@ -6,7 +6,7 @@ require("TOC/Events")
---@class Main
local Main = {
_version = "2.1.3"
_version = "2.3"
}
function Main.Start()

View File

@@ -160,7 +160,6 @@ TestFramework.registerTestModule("Various", "Player", function()
return Tests
end)
TestFramework.registerTestModule("Various", "Visuals", function()
local Tests = {}

View File

@@ -7,6 +7,9 @@ local CommonMethods = require("TOC/CommonMethods")
---@field otherPlayer IsoPlayer
---@field bandage InventoryItem
---@field bodyPart any
---@field doctorLevel number
---@field bandagedPlayerX number
---@field bandagedPlayerY number
local CleanWoundAction = ISBaseTimedAction:derive("CleanWoundAction")
---@param doctor IsoPlayer
@@ -33,7 +36,7 @@ function CleanWoundAction:new(doctor, otherPlayer, bandage, bodyPart)
if doctor:isTimedActionInstant() then
o.maxTime = 1
end
if doctor:getAccessLevel() ~= "None" then
if doctor:getAccessLevel() ~= "None" then -- B42 Deprecated
o.doctorLevel = 10
end
return o
@@ -84,7 +87,7 @@ function CleanWoundAction:perform()
TOC_DEBUG.print("CleanWound for " .. self.otherPlayer:getUsername())
if self.character:HasTrait("Hemophobic") then
if self.character:hasTrait("Hemophobic") then
self.character:getStats():setPanic(self.character:getStats():getPanic() + 15)
end

View File

@@ -24,9 +24,7 @@ local CutLimbAction = ISBaseTimedAction:derive("CutLimbAction")
---@param bandageItem InventoryItem?
---@return CutLimbAction
function CutLimbAction:new(surgeon, patient, limbName, item, stitchesItem, bandageItem)
local o = {}
setmetatable(o, self)
self.__index = self
local o = ISBaseTimedAction.new(self, surgeon)
-- We need to follow ISBaseTimedAction. self.character is gonna be the surgeon
o.character = surgeon
@@ -43,12 +41,21 @@ function CutLimbAction:new(surgeon, patient, limbName, item, stitchesItem, banda
o.stopOnWalk = true
o.stopOnRun = true
o.maxTime = 1000 - (surgeon:getPerkLevel(Perks.Doctor) * 50)
if o.character:isTimedActionInstant() then o.maxTime = 1 end
o.maxTime = o:getDuration()
return o
end
function CutLimbAction:getDuration()
if self.character:isTimedActionInstant() then
return 1
else
local baseTime = 1000
local perkLevel = self.character:getPerkLevel(Perks.Doctor)
return baseTime - (perkLevel * 50)
end
end
function CutLimbAction:isValid()
return not ISHealthPanel.DidPatientMove(self.character,self.patient, self.patientX, self.patientY)
end
@@ -89,6 +96,16 @@ function CutLimbAction:start()
end
-- function CutLimbAction:serverStart()
-- emulateAnimEvent(self.netAction, 200, "")
-- end
-- function CutLimbAction:animEvent(event, parameter)
-- end
function CutLimbAction:waitToStart()
if self.character == self.patient then
return false
@@ -117,22 +134,30 @@ function CutLimbAction:stop()
end
function CutLimbAction:perform()
-- Stop the sound
self:stopSound()
if self.patient == self.character then
TOC_DEBUG.print("patient and surgeon are the same, executing on the client")
local handler = AmputationHandler:new(self.limbName)
handler:execute(true)
else
TOC_DEBUG.print("patient and surgeon not the same, sending relay to server")
-- Other player
---@type relayExecuteAmputationActionParams
local params = {patientNum = self.patient:getOnlineID(), limbName = self.limbName}
sendClientCommand(CommandsData.modules.TOC_RELAY, CommandsData.server.Relay.RelayExecuteAmputationAction, params )
end
ISBaseTimedAction.perform(self)
end
function CutLimbAction:complete()
-- TODO AmputationHandler runs client side, by doing this this would run on the server. AM I missing something?
local handler = AmputationHandler:new(self.limbName, self.character)
handler:execute(true)
end
-- function CutLimbAction:perform()
-- -- Stop the sound
-- if self.patient == self.character then
-- TOC_DEBUG.print("patient and surgeon are the same, executing on the client")
-- local handler = AmputationHandler:new(self.limbName)
-- handler:execute(true)
-- else
-- TOC_DEBUG.print("patient and surgeon not the same, sending relay to server")
-- -- Other player
-- ---@type relayExecuteAmputationActionParams
-- local params = {patientNum = self.patient:getOnlineID(), limbName = self.limbName}
-- sendClientCommand(CommandsData.modules.TOC_RELAY, CommandsData.server.Relay.RelayExecuteAmputationAction, params )
-- end
-- end
return CutLimbAction

View File

@@ -0,0 +1,139 @@
-- TODO This section must be overhauled
local DataController = require("TOC/Controllers/DataController")
local StaticData = require("TOC/StaticData")
---@diagnostic disable: duplicate-set-field
-- Bunch of actions shouldn't be modified by the adjusted time
-----------------------------------------------
---* Some actions have specific maxTime calculations and we must account for that
---ISAttachItemHotbar
---ISDetachItemHotbar
---ISEquipWeaponAction
---ISUnequipAction
--- We're forced to re-run this crap to fix it
---@param action ISBaseTimedAction
local function OverrideAction(action, maxTime)
-- TODO Add forced debuff instead of just relying on the vanilla values?
action.skipTOC = true
action.maxTime = maxTime
action.animSpeed = 1.0
end
local og_ISAttachItemHotbar_new = ISAttachItemHotbar.new
function ISAttachItemHotbar:new(character, item, slot, slotIndex, slotDef)
local action = og_ISAttachItemHotbar_new(self, character, item, slot, slotIndex, slotDef)
OverrideAction(action, 30) -- Default time for this action
return action
end
local og_ISDetachItemHotbar_new = ISDetachItemHotbar.new
function ISDetachItemHotbar:new(character, item)
local action = og_ISDetachItemHotbar_new(self, character, item)
OverrideAction(action, 25) -- Default time for this action
return action
end
local og_ISEquipWeaponAction_new = ISEquipWeaponAction.new
function ISEquipWeaponAction:new(character, item, time, primary, twoHands)
local action = og_ISEquipWeaponAction_new(self, character, item, time, primary, twoHands)
TOC_DEBUG.print("Override ISEquipWeaponAction New")
-- check if right arm is cut off or not. if it is, penality shall apply
-- if we got here, the action is valid, so we know that we have a prosthesis.
local dcInst = DataController.GetInstance()
-- Brutal Handwork should be considered. Use the twohands thing
if not (dcInst:getIsAnyLimbCut() and twoHands) then
OverrideAction(action, time)
end
return action
end
local og_ISUnequipAction_new = ISUnequipAction.new
function ISUnequipAction:new(character, item, time)
local action = og_ISUnequipAction_new(self, character, item, time)
---@cast item InventoryItem
-- TODO Consider other cases where unequipping something should skip TOC.
if instanceof(item, 'HandWeapon') then
OverrideAction(action, time)
end
return action
end
------------------------------------------------------
--- Normal cases
local og_ISEatFoodAction_new = ISEatFoodAction.new
function ISEatFoodAction:new(character, item, percentage)
local action = og_ISEatFoodAction_new(self, character, item, percentage)
--TOC_DEBUG.print("Override ISEatFoodAction")
action.skipTOC = true
return action
end
local og_ISReadABook_new = ISReadABook.new
function ISReadABook:new(character, item, time)
local action = og_ISReadABook_new(self, character, item, time)
--TOC_DEBUG.print("Override ISReadABook")
action.skipTOC = true
return action
end
local og_ISTakePillAction_new = ISTakePillAction.new
function ISTakePillAction:new(character, item, time)
local action = og_ISTakePillAction_new(self, character, item, time)
--TOC_DEBUG.print("Override ISTakePillAction")
action.skipTOC = true
return action
end
local og_ISTakeWaterAction_new = ISTakeWaterAction.new
function ISTakeWaterAction:new(character, item, waterUnit, waterObject, time, oldItem)
local action = og_ISTakeWaterAction_new(self, character, item, waterUnit, waterObject, time, oldItem)
--TOC_DEBUG.print("Override ISTakeWaterAction")
action.skipTOC = true
return action
end
local og_ISDrinkFromBottle_new = ISDrinkFromBottle.new
function ISDrinkFromBottle:new(character, item, uses)
local action = og_ISDrinkFromBottle_new(self, character, item, uses)
--TOC_DEBUG.print("Override ISDrinkFromBottle")
action.skipTOC = true
return action
end
if StaticData.COMPAT_42 == false then
-- TODO confirm that this doesn't exist anymore in B42
-- B42 nenen
local og_ISFinalizeDealAction_new = ISFinalizeDealAction.new
function ISFinalizeDealAction:new(player, otherPlayer, itemsToGive, itemsToReceive, time)
local action = og_ISFinalizeDealAction_new(self, player, otherPlayer, itemsToGive, itemsToReceive, time)
--TOC_DEBUG.print("Override ISFinalizeDealAction")
action.skipTOC = true
return action
end
end
local og_ISCampingInfoAction_new = ISCampingInfoAction.new
function ISCampingInfoAction:new(character, campfireObject, campfire)
local action = og_ISCampingInfoAction_new(self, character, campfireObject, campfire)
--TOC_DEBUG.print("Override ISCampingInfoAction")
action.skipTOC = true
return action
end

View File

@@ -53,14 +53,14 @@ function ConfirmationPanel:createChildren()
local yButton = self:getHeight() - yPadding - btnHeight
self.btnYes = ISButton:new(xPadding, yButton, btnWidth, btnHeight, "Yes", self, self.onClick)
self.btnYes = ISButton:new(xPadding, yButton, btnWidth, btnHeight, getText("IGUI_Yes"), self, self.onClick)
self.btnYes.internal = "YES"
self.btnYes:initialise()
self.btnYes.borderColor = { r = 1, g = 0, b = 0, a = 1 }
self.btnYes:setEnable(true)
self:addChild(self.btnYes)
self.btnNo = ISButton:new(self:getWidth() - xPadding - btnWidth, yButton, btnWidth, btnHeight, "No", self,
self.btnNo = ISButton:new(self:getWidth() - xPadding - btnWidth, yButton, btnWidth, btnHeight, getText("IGUI_No"), self,
self.onClick)
self.btnNo.internal = "NO"
self.btnNo:initialise()

View File

@@ -10,10 +10,22 @@ local WoundCleaningInteractionHandler = require("TOC/UI/Interactions/WoundCleani
local isReady = false
local xMod, yMod
if StaticData.COMPAT_42 then
-- B42 For some reason (I didn't investigate), when applying stuff to the health panel there is an un-accounted shift in B42.
xMod = 5
yMod = 13
else
xMod = 0
yMod = 0
end
function SetHealthPanelTOC()
-- depending on compatibility
isReady = true
end
@@ -101,14 +113,14 @@ function ISHealthPanel:tryDrawAmputation(highestAmputations, side, username)
local sexPl = self.character:isFemale() and "Female" or "Male"
texture = StaticData.HEALTH_PANEL_TEXTURES[sexPl][limbName]
end
self:drawTexture(texture, self.healthPanel.x, self.healthPanel.y, 1, redColor, 0, 0)
-- B42, for some reason the positioning of the texture changed. Realigned it manually with those fixed values
self:drawTexture(texture, self.healthPanel.x - xMod, self.healthPanel.y - yMod, 1, redColor, 0, 0)
end
function ISHealthPanel:tryDrawProsthesis(highestAmputations, side, username)
local dc = DataController.GetInstance(username) -- TODO CACHE PROSTHESIS!!! Don't use DC here
local limbName = highestAmputations[side]
if limbName and dc:getIsProstEquipped(limbName) then
self:drawTexture(StaticData.HEALTH_PANEL_TEXTURES.ProstArm[side], self.healthPanel.x, self.healthPanel.y, 1, 1, 1, 1)
self:drawTexture(StaticData.HEALTH_PANEL_TEXTURES.ProstArm[side], self.healthPanel.x - xMod, self.healthPanel.y - yMod, 1, 1, 1, 1)
end
end
@@ -131,26 +143,6 @@ function ISHealthPanel:render()
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
local og_ISCharacterInfoWindow_render = ISCharacterInfoWindow.prerender
function ISCharacterInfoWindow:prerender()

View File

@@ -33,15 +33,17 @@ function BaseHandler:checkItems()
local containers = ISInventoryPaneContextMenu.getContainers(self:getDoctor())
local done = {}
local childContainers = {}
for i=1,containers:size() do
local container = containers:get(i-1)
done[container] = true
table.wipe(childContainers)
self:checkContainerItems(container, childContainers)
for _,container2 in ipairs(childContainers) do
if not done[container2] then
done[container2] = true
self:checkContainerItems(container2, nil)
if containers ~= nil then
for i=1, containers:size() do
local container = containers:get(i-1)
done[container] = true
table.wipe(childContainers)
self:checkContainerItems(container, childContainers)
for _,container2 in ipairs(childContainers) do
if not done[container2] then
done[container2] = true
self:checkContainerItems(container2, nil)
end
end
end
end
@@ -101,7 +103,7 @@ function BaseHandler:getItemOfTag(items, type)
end
function BaseHandler:getAllItemsOfType(items, type)
local items = {}
items = {}
for _,item in ipairs(items) do
if item:getFullType() == type then
table.insert(items, item)
@@ -118,7 +120,7 @@ function BaseHandler:toPlayerInventory(item, previousAction)
if item:getContainer() ~= self:getDoctor():getInventory() then
local action = ISInventoryTransferAction:new(self:getDoctor(), item, item:getContainer(), self:getDoctor():getInventory())
ISTimedActionQueue.addAfter(previousAction, action)
-- FIXME: ISHealthPanel.actions never gets cleared
-- FIX: ISHealthPanel.actions never gets cleared
self.panel.actions = self.panel.actions or {}
self.panel.actions[action] = self.bodyPart
return action

View File

@@ -68,9 +68,10 @@ local function AddStoveContextMenu(playerNum, context, worldObjects, test)
-- Notifications, in case the player can't do the action
local isPlayerCourageous = pl:HasTrait("Brave") or pl:getPerkLevel(Perks.Strength) > 5
local isTempHighEnough = stoveObj:getCurrentTemperature() >= 250
local isPlayerCourageous = pl:hasTrait(CharacterTrait.BRAVE) or pl:hasTrait(CharacterTrait.DESENSITIZED) or pl:getPerkLevel(Perks.Strength) > 5
local isTempHighEnough = stoveObj:getCurrentTemperature()-1 >= 2.50
local isLimbFree = not dcInst:getIsProstEquipped(limbName)
TOC_DEBUG.print(stoveObj:getCurrentTemperature())
option.notAvailable = not(isPlayerCourageous and isTempHighEnough and isLimbFree)
if not isTempHighEnough then

View File

@@ -1,5 +1,9 @@
-- 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!
@@ -17,7 +21,6 @@ ItemsController.Player = {}
---@return number
---@private
function ItemsController.Player.GetAmputationTexturesIndex(playerObj, isCicatrized)
-- FIX Broken
local textureString = playerObj:getHumanVisual():getSkinTexture()
local isHairy = textureString:sub(-1) == "a"
@@ -48,6 +51,8 @@ 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
@@ -79,23 +84,22 @@ end
---Deletes all the old amputation items, used for resets
---@param playerObj IsoPlayer
function ItemsController.Player.DeleteAllOldAmputationItems(playerObj)
-- TODO Fix visual bug
-- This part is a workaround for a pretty shitty implementation on the java side. Check ProsthesisHandler for more infos
local group = BodyLocations.getGroup("Human")
group:setMultiItem("TOC_Arm", false)
group:setMultiItem("TOC_ArmProst", false)
-- local group = BodyLocations.getGroup("Human")
-- group:setMultiItem("TOC_Arm", false)
-- group:setMultiItem("TOC_ArmProst", false)
for i = 1, #StaticData.LIMBS_STR do
local limbName = StaticData.LIMBS_STR[i]
-- TODO Won't work with dedicated clothingItems for multi amps
local clothItemName = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName
local clothItem = playerObj:getInventory():FindAndReturn(clothItemName)
---@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.
@@ -103,12 +107,15 @@ end
---@param limbName string
function ItemsController.Player.SpawnAmputationItem(playerObj, limbName)
TOC_DEBUG.print("clothing name " .. StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName)
local clothingItem = playerObj:getInventory():AddItem(StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName)
local itemName = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName
local clothingItem = playerObj:getInventory():AddItem(itemName)
local texId = ItemsController.Player.GetAmputationTexturesIndex(playerObj, false)
---@cast clothingItem InventoryItem
clothingItem:getVisual():setTextureChoice(texId) -- it counts from 0, so we have to subtract 1
playerObj:setWornItem(clothingItem:getBodyLocation(), clothingItem)
sendAddItemToContainer(playerObj:getInventory(), clothingItem)
sendServerCommand(playerObj, CommandsData.modules.TOC_RELAY, CommandsData.client.Relay.ReceiveWearAmputation, {itemName = itemName, texId = texId})
end
---Search through worn items and modifies a specific amputation item

View File

@@ -24,8 +24,6 @@ function ServerDataHandler.AddTable(key, table)
--TOC_DEBUG.printTable(table)
-- Set that the data has been modified and it's updated on the server
table.isUpdateFromServer = true -- FIX this is useless as of now
ModData.add(key, table) -- Add it to the server mod data
ServerDataHandler.modData[key] = table

View File

@@ -0,0 +1,44 @@
require ("TOC/Debug")
local CommandsData = require("TOC/CommandsData")
local ItemsController = require("TOC/Controllers/ItemsController")
--------------------------------------------
local ServerItemsCommands = {}
function ServerItemsCommands.SpawnAmputationItem(_, args)
local playerObj = getPlayerByOnlineID(args.playerNum)
local limbName = args.limbName
ItemsController.Player.SpawnAmputationItem(playerObj, limbName)
end
function ServerItemsCommands.DeleteOldAmputationItem(_, args)
local patientPl = getPlayerByOnlineID(args.playerNum)
local limbName = args.limbName
ItemsController.Player.DeleteOldAmputationItem(patientPl, limbName)
end
function ServerItemsCommands.DeleteAllOldAmputationItems(_, args)
local playerObj = getPlayerByOnlineID(args.playerNum)
ItemsController.Player.DeleteAllOldAmputationItems(playerObj)
end
function ServerItemsCommands.OverrideAmputationItemVisuals(_, args)
local playerObj = getPlayerByOnlineID(args.playerNum)
local limbName = args.limbName
local isCicatrized = args.isCicatrized
ItemsController.Player.OverrideAmputationItemVisuals(playerObj, limbName, isCicatrized)
end
--------------------------------------------------------------------
local function OnClientItemsCommands(module, command, playerObj, args)
if module == CommandsData.modules.TOC_ITEMS and ServerItemsCommands[command] then
TOC_DEBUG.print("Received ItemsController command - " .. tostring(command))
ServerItemsCommands[command](playerObj, args)
end
end
Events.OnClientCommand.Add(OnClientItemsCommands)

View File

@@ -21,7 +21,7 @@ end
---@param args relayExecuteAmputationActionParams
function ServerRelayCommands.RelayExecuteAmputationAction(surgeonPl, args)
local patientPl = getPlayerByOnlineID(args.patientNum)
local surgeonNum = surgeonPl:getOnlineID()
local surgeonNum = surgeonPl:getPlayerNum()
---@type receiveDamageDuringAmputationParams
local params = {surgeonNum = surgeonNum, limbName = args.limbName, damagePlayer = true}
@@ -43,7 +43,7 @@ end
---@param args relayForcedAmputationParams
function ServerRelayCommands.RelayForcedAmputation(adminObj, args)
local patientPl = getPlayerByOnlineID(args.patientNum)
local adminNum = adminObj:getOnlineID()
local adminNum = adminObj:getPlayerNum()
---@type receiveDamageDuringAmputationParams
local ampParams = {surgeonNum = adminNum, limbName = args.limbName, damagePlayer = false} -- the only difference between relayExecuteAmputationAction and this is the damage
@@ -53,7 +53,11 @@ function ServerRelayCommands.RelayForcedAmputation(adminObj, args)
sendServerCommand(patientPl, CommandsData.modules.TOC_RELAY, CommandsData.client.Relay.ReceiveForcedCicatrization, {limbName = args.limbName})
end
function ServerRelayCommands.DeleteAllOldAmputationItems(_, args)
local playerObj = getPlayerByOnlineID(args.playerNum)
local ItemsController = require("TOC/Controllers/ItemsController")
ItemsController.Player.DeleteAllOldAmputationItems(playerObj)
end
-------------------------

View File

@@ -0,0 +1,109 @@
--Based on RabenRabo's bodylocation solution from their mod "Fantasy Bodyparts" and "Fantasy Legs" sub-mod.
--Modified by GanydeBielovzki with permission for batch use for the Frockin' Splendor franchise and spin-offs.
--To copy, further modify or otherwise use this code the original creator and the modifier must be credited.
local function copyBodyLocationProperties(oldGroup, oldLocID, newGroup)
for k = 0, oldGroup:size()-1 do
local otherLocID = oldGroup:getLocationByIndex(k):getId()
if oldGroup:isExclusive(oldLocID, otherLocID)
then
newGroup:setExclusive(oldLocID, otherLocID)
end
if oldGroup:isHideModel(oldLocID, otherLocID)
then
newGroup:setHideModel(oldLocID, otherLocID)
end
if oldGroup:isAltModel(oldLocID, otherLocID)
then
newGroup:setAltModel(oldLocID, otherLocID)
end
end
end
local function addBodyLocationsAt(groupName, locationList)
local results = {}
-- get list (!!actually a view!!) of all groups and copy to array (BodyLocations.reset() will also clear the view)
local allGroupsList = BodyLocations.getAllGroups()
local allGroups = {}
for i = 0, allGroupsList:size()-1 do
allGroups[i + 1] = allGroupsList:get(i)
end
BodyLocations.reset()
-- recreate all groups/bodylocations and insert new bodylocations
for i = 1, #allGroups do
local oldGroup = allGroups[i]
local newGroup = BodyLocations.getGroup(oldGroup:getId())
-- FIRST: Process all original locations AND insert new ones at correct positions
for j = 0, oldGroup:size()-1 do
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
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
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)

View File

@@ -5,7 +5,8 @@ local CommandsData = {}
CommandsData.modules = {
TOC_DEBUG = "TOC_DEBUG",
TOC_RELAY = "TOC_RELAY"
TOC_RELAY = "TOC_RELAY",
TOC_ITEMS = "TOC_ITEMS"
}
CommandsData.client = {
@@ -15,6 +16,7 @@ CommandsData.client = {
--* APPLY *--
ReceiveApplyFromServer = "ReceiveApplyFromServer",
ReceiveWearAmputation = "ReceiveWearAmputation",
--* ADMIN ONLY --*
ReceiveExecuteInitialization = "ReceiveExecuteInitialization",

View File

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

View File

@@ -0,0 +1,31 @@
-- instead of relying on local to save og methods, we save them in a table here that we can use later.
---@class OverridenMethodsArchive
local OverridenMethodsArchive = {}
OverridenMethodsArchive.methods = {}
-- Save an original method, if it wasn't already saved and returns it to be used in common
function OverridenMethodsArchive.Save(methodName, method)
if not OverridenMethodsArchive.methods[methodName] then
OverridenMethodsArchive.methods[methodName] = method
TOC_DEBUG.print("Saved method " .. methodName)
end
return method
end
-- Get the original method
function OverridenMethodsArchive.Get(methodName)
--TOC_DEBUG.print("Getting og method " .. methodName)
--TOC_DEBUG.print("OverridenMethodsArchive.list[methodName] = " .. tostring(OverridenMethodsArchive.methods[methodName]))
--TOC_DEBUG.print(methodName)
--TOC_DEBUG.print(OverridenMethodsArchive.methods[methodName])
return OverridenMethodsArchive.methods[methodName]
end
return OverridenMethodsArchive

View File

@@ -0,0 +1 @@
return _TOCRegistries

View File

@@ -2,10 +2,9 @@
---@alias limbsTable {Hand_L : partDataType, ForeArm_L : partDataType, UpperArm_L : partDataType, Hand_R : partDataType, ForeArm_R : partDataType, UpperArm_R : partDataType }
---@alias prosthesisData {isProstEquipped : boolean, prostFactor : number }
---@alias prosthesesTable {Top_L : prosthesisData, Top_R : prosthesisData } -- TODO add Bottom_L and Bottom_R
---@alias tocModDataType { limbs : limbsTable, prostheses : prosthesesTable, isIgnoredPartInfected : boolean, isAnyLimbCut : boolean, isUpdateFromServer : boolean, isInitializing : boolean}
---@alias tocModDataType { limbs : limbsTable, prostheses : prosthesesTable, isIgnoredPartInfected : boolean, isAnyLimbCut : boolean}
---------------------------
-- _STR = Only strings, no index
-- _IND_STR = indexed Strings
-- _IND_BPT = Indexed BodyPartType
@@ -21,6 +20,10 @@ local StaticData = {}
---Mod name, used to setup Global Mod Data and various stuff
StaticData.MOD_NAME = "TOC"
-- Game version, used to correct some stuff instead of relying on versioned folders
StaticData.COMPAT_42 = luautils.stringStarts(getGameVersion(), "42")
-------------------------
--* Base
@@ -46,12 +49,6 @@ StaticData.PARTS_STR = {
}
StaticData.MOD_BODYLOCS_BASE_IND_STR = {
TOC_ArmProst = "TOC_ArmProst",
TOC_LegProst = "TOC_LegProst",
TOC_Arm = "TOC_Arm",
}
-- No "MAX" here.
StaticData.IGNORED_BODYLOCS_BPT = {
BodyPartType.Foot_L, BodyPartType.Foot_R, BodyPartType.Groin, BodyPartType.Head,
@@ -145,6 +142,7 @@ StaticData.AMP_GROUPS_BASE_IND_STR = {
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_STR = {}
@@ -185,8 +183,8 @@ end
StaticData.TOURNIQUET_BODYLOCS_TO_GROUPS_IND_STR = {
["HandsLeft"] = StaticData.AMP_GROUPS_IND_STR.Top_L,
["HandsRight"] = StaticData.AMP_GROUPS_IND_STR.Top_R
[ItemBodyLocation.HANDS_LEFT] = StaticData.AMP_GROUPS_IND_STR.Top_L,
[ItemBodyLocation.HANDS_RIGHT] = StaticData.AMP_GROUPS_IND_STR.Top_R
}
@@ -234,7 +232,7 @@ end
StaticData.TRAITS_BP = {
Amputee_Hand = "Hand_L",
Amputee_ForeArm = "ForeArm_L",
Amputee_UpperArm = "UpperArm_L"
Amputee_UpperArm = "UpperArm_L",
}
-----------------
@@ -276,8 +274,17 @@ StaticData.AMPUTATION_CLOTHING_ITEM_BASE = "TOC.Amputation_"
------------------
--* Items check
local sawObj = InventoryItemFactory.CreateItem("Base.Saw")
local gardenSawObj = InventoryItemFactory.CreateItem("Base.GardenSaw")
local sawObj
local gardenSawObj
if StaticData.COMPAT_42 then
sawObj = instanceItem("Base.Saw")
gardenSawObj = instanceItem("Base.GardenSaw")
else
sawObj = InventoryItemFactory.CreateItem("Base.Saw")
gardenSawObj = InventoryItemFactory.CreateItem("Base.GardenSaw")
end
StaticData.SAWS_NAMES_IND_STR = {
saw = sawObj:getName(),

View File

@@ -1,4 +1,7 @@
IG_UI_DE = {
IGUI_Yes = "Ja",
IGUI_No = "Nein",
IGUI_perks_Amputations = "Amputationen",
IGUI_perks_Side_R = "Rechte Seite",
IGUI_perks_Side_L = "Linke Seite",

View File

@@ -1,9 +1,14 @@
IG_UI_EN = {
IGUI_Yes = "Yes",
IGUI_No = "No",
IGUI_perks_Amputations = "Amputations",
IGUI_perks_Side_R = "Right Side",
IGUI_perks_Right Side_Description = "Familiarity with amputations on the right side of your body",
IGUI_perks_Side_L = "Left Side",
IGUI_perks_Prosthesis = "Prosthesis",
IGUI_perks_ProstFamiliarity= "Familiarity",
IGUI_perks_Left Side_Description = "Familiarity with amputations on the left side of your body",
IGUI_perks_Prosthesis = "Prosthesis Familiarity",
IGUI_perks_Prosthesis Familiarity_Description = "Familiarity with prosthetic limbs",
IGUI_ItemCat_Prosthesis = "Prosthesis",
IGUI_ItemCat_Surgery = "Surgery",

View File

@@ -4,17 +4,17 @@ ContextMenu_FR = {
ContextMenu_Amputate_Stitch = "Amputer et suturer",
ContextMenu_Amputate_Stitch_Bandage = "Amputer, suturer et bander",
ContextMenu_Cauterize = "Cautériser",
ContextMenu_Cauterize = "Cautériser",
ContextMenu_Limb_Hand_L = "Main gauche",
ContextMenu_Limb_ForeArm_L = "Avant-bras gauche",
ContextMenu_Limb_UpperArm_L = "Bras supérieur gauche",
ContextMenu_Limb_UpperArm_L = "Bras supérieur gauche",
ContextMenu_Limb_Hand_R = "Main droite",
ContextMenu_Limb_ForeArm_R = "Avant-bras droit",
ContextMenu_Limb_UpperArm_R = "Bras supérieur droit",
ContextMenu_Limb_UpperArm_R = "Bras supérieur droit",
ContextMenu_InstallProstRight = "Installer une prothèse sur le bras droit",
ContextMenu_InstallProstLeft = "Installer une prothèse sur le bras gauche",
ContextMenu_InstallProstRight = "Installer une prothèse sur le bras droit",
ContextMenu_InstallProstLeft = "Installer une prothèse sur le bras gauche",
ContextMenu_PutTourniquetArmLeft = "Mettre un garrot sur le bras gauche",
ContextMenu_PutTourniquetLegL = "Mettre un garrot sur la jambe gauche",
@@ -24,6 +24,6 @@ ContextMenu_FR = {
ContextMenu_CleanWound = "Nettoyer la plaie",
ContextMenu_Admin_TOC = "TOC",
ContextMenu_Admin_ResetTOC = "Réinitialiser les amputations",
ContextMenu_Admin_ResetTOC = "Réinitialiser les amputations",
ContextMenu_Admin_ForceAmputation = "Forcer l'amputation",
}

View File

@@ -0,0 +1,21 @@
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",
}

View File

@@ -0,0 +1,11 @@
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",
}

View File

@@ -0,0 +1,5 @@
Recipes_FR = {
Recipe_Craft_Prosthetic_Arm = "Fabriquer un bras prothétique",
Recipe_Craft_Prosthetic_Hook = "Fabriquer un crochet prothétique",
}

View File

@@ -1,10 +1,10 @@
Sandbox_FR = {
Sandbox_TOC = "Le Seul Remède",
Sandbox_TOC = "Le Seul Remède",
Sandbox_TOC_CicatrizationSpeed = "Vitesse de cicatrisation",
Sandbox_TOC_WoundDirtynessMultiplier = "Multiplicateur de saleté de la plaie",
Sandbox_TOC_SurgeonAbilityImportance = "Importance de la compétence du chirurgien",
Sandbox_TOC_WoundDirtynessMultiplier = "Multiplicateur de saleté de la plaie",
Sandbox_TOC_SurgeonAbilityImportance = "Importance de la compétence du chirurgien",
Sandbox_TOC_EnableZombieAmputations = "Activer les amputations de zombies",
Sandbox_TOC_ZombieAmputationDamageThreshold = "Seuil de dégâts pour amputations de zombies",
Sandbox_TOC_ZombieAmputationDamageChance = "Probabilité d'amputations de zombies",
Sandbox_TOC_ZombieAmputationDamageThreshold = "Seuil de dégâts pour amputations de zombies",
Sandbox_TOC_ZombieAmputationDamageChance = "Probabilité d'amputations de zombies",
}

View File

@@ -1,10 +1,10 @@
Tooltip_FR = {
Tooltip_Surgery_CantCauterize = "Vous ne pouvez pas cautériser la plaie",
Tooltip_Surgery_CantCauterize = "Vous ne pouvez pas cautériser la plaie",
Tooltip_Surgery_And = " et ",
Tooltip_Surgery_TempTooLow = "La température est encore trop basse",
Tooltip_Surgery_TempTooLow = "La température est encore trop basse",
Tooltip_Surgery_Coward = "Vous n'avez pas le courage de le faire",
Tooltip_Surgery_LimbNotFree = "Vous devez d'abord retirer la prothèse",
Tooltip_Surgery_LimbNotFree = "Vous devez d'abord retirer la prothése",
}

View File

@@ -0,0 +1,16 @@
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..."
}

View File

@@ -1,4 +1,7 @@
IG_UI_IT = {
IGUI_Yes = "Si",
IGUI_No = "No",
IGUI_perks_Amputations = "Amputazioni",
IGUI_perks_Side_R = "Parte destra",
IGUI_perks_Side_L = "Parte sinistra",

View File

@@ -0,0 +1,33 @@
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",
}

View File

@@ -0,0 +1,18 @@
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",
}

View File

@@ -0,0 +1,11 @@
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",
}

View File

@@ -0,0 +1,4 @@
Recipes_RU = {
Recipe_Craft_Prosthetic_Arm = "Изготовить протез руки",
Recipe_Craft_Prosthetic_Hook = "Изготовить протез ввиде крючка",
}

View File

@@ -0,0 +1,7 @@
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",
}

View File

@@ -0,0 +1,10 @@
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",
}

View File

@@ -0,0 +1,16 @@
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..."
}

View File

@@ -0,0 +1,31 @@
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",
}

View File

@@ -0,0 +1,19 @@
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?"
}

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