------------------------------------------ ------------- JUST CUT IT OUT ------------ ------------------------------------------ ------------ 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("JCIO: 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