------------------------------------------ ------------- JUST CUT IT OFF ------------ ------------------------------------------ ------------ VISUALS FUNCTIONS ----------- if JCIO_Visuals == nil then JCIO_Visuals = {} end JCIO_Visuals.SetTextureForAmputation = function(item, player, cicatrized) local humanVisual = player:getHumanVisual() local textureString = humanVisual:getSkinTexture() local isHairy = string.find(textureString, "a$") -- Hairy bodies if isHairy then textureString = textureString:sub(1, -2) -- Removes b at the end to make it compatible end local matchedIndex = string.match(textureString, "%d$") if isHairy then matchedIndex = matchedIndex + 5 end if cicatrized then if isHairy then matchedIndex = matchedIndex + 5 -- to use the cicatrized texture on hairy bodies else matchedIndex = matchedIndex + 10 -- cicatrized texture only, no hairs end end --print("TOC: Setting texture " .. matched_index) item:getVisual():setTextureChoice(tonumber(matchedIndex - 1)) -- it counts from 0, so we have to subtract 1 end JCIO_Visuals.SetBloodOnAmputation = function(player, bodyPart) local bodyPartType = bodyPart:getType() local bloodBodyPartType if bodyPartType == BodyPartType.Hand_R then bloodBodyPartType = BloodBodyPartType.ForeArm_R elseif bodyPartType == BodyPartType.Hand_L then bloodBodyPartType = BloodBodyPartType.ForeArm_L elseif bodyPartType == BodyPartType.Forearm_L or bodyPartType == BodyPartType.UpperArm_L then bloodBodyPartType = BloodBodyPartType.UpperArm_L elseif bodyPartType == BodyPartType.Forearm_R or bodyPartType == BodyPartType.UpperArm_R then bloodBodyPartType = BloodBodyPartType.UpperArm_R end player:addBlood(bloodBodyPartType, false, true, false) player:addBlood(BloodBodyPartType.Torso_Lower, false, true, false) end function TocSetCorrectTextureForAmputation(item, player, cicatrized) local human_visual = player:getHumanVisual() local texture_string = human_visual:getSkinTexture() local is_hairy = string.find(texture_string, "a$") -- Hairy bodies if is_hairy then texture_string = texture_string:sub(1, -2) -- Removes b at the end to make it compatible end local matched_index = string.match(texture_string, "%d$") if is_hairy then matched_index = matched_index + 5 end if cicatrized then if is_hairy then matched_index = matched_index + 5 -- to use the cicatrized texture on hairy bodies else matched_index = matched_index + 10 -- cicatrized texture only, no hairs end end --print("TOC: Setting texture " .. matched_index) item:getVisual():setTextureChoice(tonumber(matched_index - 1)) -- it counts from 0, so we have to subtract 1 end function TocSetBloodOnAmputation(player, body_part) local body_part_type = body_part:getType() local blood_body_part_type if body_part_type == BodyPartType.Hand_R then blood_body_part_type = BloodBodyPartType.ForeArm_R elseif body_part_type == BodyPartType.Hand_L then blood_body_part_type = BloodBodyPartType.ForeArm_L elseif body_part_type == BodyPartType.Forearm_L or body_part_type == BodyPartType.UpperArm_L then blood_body_part_type = BloodBodyPartType.UpperArm_L elseif body_part_type == BodyPartType.Forearm_R or body_part_type == BodyPartType.UpperArm_R then blood_body_part_type = BloodBodyPartType.UpperArm_R end --print("TOC: Adding blood based on " .. tostring(body_part_type)) player:addBlood(blood_body_part_type, false, true, false) player:addBlood(BloodBodyPartType.Torso_Lower, false, true, false) end