require "TimedActions/ISBaseTimedAction" require "TimedActions/ISEquipWeaponAction" require "TimedActions/ISUnequipAction" require "ISUI/ISInventoryPaneContextMenu" local og_ISEquipTimedActionAdjustMaxTime = ISBaseTimedAction.adjustMaxTime -- FIXME something is seriously broken here, it stacks up function ISBaseTimedAction:adjustMaxTime(maxTime) local original_max_time = og_ISEquipTimedActionAdjustMaxTime(self, maxTime) -- TODO will it work? local modified_max_time = original_max_time local toc_data = getPlayer():getModData().TOC local burn_factor = 1.3 -- To make it faster, let's have everything already written in another func local all_body_parts = GetBodyParts() -- TODO this gets awfully slow really quick, doesn't even make much sense. for _, part_name in ipairs(all_body_parts) do if toc_data.Limbs[part_name].is_cut then if toc_data.Limbs[part_name].is_prosthesis_equipped then modified_max_time = modified_max_time * toc_data.Limbs[part_name].equipped_prosthesis.prosthesis_factor else modified_max_time = modified_max_time * 2 end if toc_data.Limbs[part_name].is_cauterized then modified_max_time = modified_max_time * burn_factor end -- Perk scaling if part_name == "Right_Hand" or part_name == "Left_Hand" then modified_max_time = modified_max_time * (1 + (9 - self.character:getPerkLevel(Perks[part_name])) / 20 ) end end end if modified_max_time > 10 * original_max_time then modified_max_time = 10 * original_max_time end print("MODIFIED MAX TIME: " .. modified_max_time) return modified_max_time end local og_ISEquipWeaponActionPerform = ISEquipWeaponAction.perform function ISEquipWeaponAction:perform() og_ISEquipWeaponActionPerform(self) local toc_data = self.character:getModData().TOC local can_be_held = {} for _, side in ipairs ({"Left", "Right"}) do can_be_held[side] = true if toc_data[side .. "Hand"].is_cut then if toc_data[side .. "Forearm"].is_cut then if not toc_data[side .. "Forearm"].is_prosthesis_equipped then can_be_held[side] = false end elseif not toc_data[side .. "Hand"].is_prosthesis_equipped then can_be_held[side] = false end end end if not self.item:isRequiresEquippedBothHands() then if can_be_held["Right"] and not can_be_held["Left"] then self.character:setPrimaryHandItem(self.item) self.character:setSecondaryHandItem(nil) elseif not can_be_held["Right"] and can_be_held["Left"] then self.character:setPrimaryHandItem(nil) self.character:setSecondaryHandItem(nil) elseif not can_be_held["Left"] and not can_be_held["Right"] then self.character:dropHandItems() end else if (can_be_held["Right"] and not can_be_held["Left"]) or (not can_be_held["Right"] and can_be_held["Left"]) or (not can_be_held["Left"] and not can_be_held["Right"]) then self.character:dropHandItems() end end end -- local og_ISUnequipActionPerform = ISUnequipAction.perform -- function ISUnequipAction:perform() -- -- -- check if the "clothing" is actually an amputation or an equipped prosthesis -- -- TODO Find a way to disable the green advancement UI thing -- if CheckIfItemIsAmputatedLimb(self.item) == false and CheckIfItemIsInstalledProsthesis(self.item) == false then -- og_ISUnequipActionPerform(self) -- end -- end local og_ISInventoryPaneContextMenuUnequipItem = ISInventoryPaneContextMenu.unequipItem function ISInventoryPaneContextMenu.unequipItem(item, player) if CheckIfItemIsAmputatedLimb(item) == false and CheckIfItemIsInstalledProsthesis(item) == false then og_ISInventoryPaneContextMenuUnequipItem(item, player) end end local og_ISInventoryPaneContextMenuDropItem = ISInventoryPaneContextMenu.dropItem function ISInventoryPaneContextMenu.dropItem(item, player) if CheckIfItemIsAmputatedLimb(item) == false and CheckIfItemIsInstalledProsthesis(item) == false then og_ISInventoryPaneContextMenuDropItem(item, player) end end