local function operateLocal(worldobjects, partName) local player = getPlayer(); ISTimedActionQueue.add(ISOperateArm:new(player, player, _, partName, true)); end local function otherPlayerLocal(_, partName, action, patient) local ui = GetConfirmUIMP(); if not ui then MakeConfirmUIMP(); ui = GetConfirmUIMP(); end if action == "Cut" then AskCanCutArm(patient, partName); else AskCanOperateArm(patient, partName); end ui.actionAct = action; ui.partNameAct = partName; ui.patient = patient; SetConfirmUIMP("Wait server"); end local function CheckIfCanBeOperated(modData) if modData.TOC.RightHand.is_cut and not modData.TOC.RightHand.is_operated or modData.TOC.RightForearm.is_cut and not modData.TOC.RightForearm.is_operated or modData.TOC.RightArm.is_cut and not modData.TOC.RightArm.is_operated or modData.TOC.LeftHand.is_cut and not modData.TOC.LeftHand.is_operated or modData.TOC.LeftForearm.is_cut and not modData.TOC.LeftForearm.is_operated or modData.TOC.LeftArm.is_cut and not modData.TOC.LeftArm.is_operated then return true else return false end end local function TOC_onFillWorldObjectContextMenu(playerId, context, worldobjects, _) local player = getSpecificPlayer(playerId); local clickedPlayer local modData = player:getModData(); for _,object in ipairs(worldobjects) do local square = object:getSquare() if square then for i=1,square:getObjects():size() do local object2 = square:getObjects():get(i-1); --For the oven operate part if CheckIfCanBeOperated(modData) then if instanceof(object2, "IsoStove") and (player:HasTrait("Brave") or player:getPerkLevel(Perks.Strength) >= 6) then if not object2:isMicrowave() and object2:getCurrentTemperature() > 250 then local rootMenu = context:addOption(getText('UI_ContextMenu_OperateOven'), worldobjects, nil); local subMenu = context:getNew(context); context:addSubMenu(rootMenu, subMenu) for k, v in pairs(Bodyparts) do -- todo this is awful but it should work if modData.TOC[v].is_cut and not modData.TOC[v].is_operated then subMenu:addOption(getText('UI_ContextMenu_' .. v), worldobjects, operateLocal, v); end end end end end end local movingObjects = square:getMovingObjects() for i = 0, movingObjects:size() - 1 do local o = movingObjects:get(i) if instanceof(o, "IsoPlayer") then clickedPlayer = o; break end end if clickedPlayer then -- Pretty sure this check is kinda broken if not ((-1 < clickedPlayer:getX() - player:getX() and clickedPlayer:getX() - player:getX() < 1) and (-1 < clickedPlayer:getY() - player:getY() and clickedPlayer:getY() - player:getY() < 1)) then return false; end local rootOption = context:addOption("The Only Cure on " .. clickedPlayer:getUsername()); local rootMenu = context:getNew(context); local cutOption = rootMenu:addOption("Cut"); local operateOption = rootMenu:addOption("Operate"); local cutMenu = context:getNew(context); local operateMenu = context:getNew(context); context:addSubMenu(rootOption, rootMenu); context:addSubMenu(cutOption, cutMenu); context:addSubMenu(operateOption, operateMenu); -- todo add checks so that we don't show these menus if a player has already beeen operated or amputated for k, v in pairs(Bodyparts) do cutMenu:addOption(getText('UI_ContextMenu_' .. v), worldobjects, otherPlayerLocal, v, "Cut", clickedPlayer) operateMenu:addOption(getText('UI_ContextMenu_' .. v), worldobjects, otherPlayerLocal, v, "Operate", clickedPlayer); end end end end end Events.OnFillWorldObjectContextMenu.Add(TOC_onFillWorldObjectContextMenu);