local function healUpdatePart(partName, modData, player) local modData_part = modData.TOC[partName]; local bodyDamage = player:getBodyDamage(); local bodyPart = bodyDamage:getBodyPart(TOC_getBodyPart(partName)); if not bodyPart then print("TOC ERROR : Can't update health of " .. partName); return fasle; end local isBand = false; local bandLife = 0; local bandType = ""; if bodyPart:bandaged() then isBand = true; bandLife = bodyPart:getBandageLife(); bandType = bodyPart:getBandageType() end --Set max heal if modData_part.is_cicatrized and bodyPart:getHealth() > 80 then bodyPart:SetHealth(80); elseif bodyPart:getHealth() > 40 then bodyPart:SetHealth(40); end --Heal if modData_part.is_cicatrized then if bodyPart:deepWounded() then bodyPart:setDeepWounded(false) end if bodyPart:bleeding() then bodyPart:setBleeding(false) end end if bodyPart:bitten() then bodyPart:SetBitten(false); if not modData.TOC.OtherBody_IsInfected and not isOtherArmInfect(modData, partName) then bodyDamage:setInfected(false); bodyDamage:setInfectionMortalityDuration(-1); bodyDamage:setInfectionTime(-1); bodyDamage:setInfectionLevel(0); local bodyParts = bodyDamage:getBodyParts(); for i=bodyParts:size()-1, 0, -1 do local bodyPart = bodyParts:get(i); bodyPart:SetInfected(false); end end end if bodyPart:scratched() then bodyPart:setScratched(false, false) end if bodyPart:haveGlass() then bodyPart:setHaveGlass(false) end if bodyPart:haveBullet() then bodyPart:setHaveBullet(false, 0) end if bodyPart:isInfectedWound() then bodyPart:setInfectedWound(false) end if bodyPart:isBurnt() then bodyPart:setBurnTime(0) end if bodyPart:isCut() then bodyPart:setCut(false, false) end --Lacerations? if bodyPart:getFractureTime()>0 then bodyPart:setFractureTime(0) end -- During healing if modData_part.is_cut and not modData_part.is_cicatrized then if modData_part.cicatrization_time < 0 then player:Say(getText('UI_ContextMenu_My') .. partName .. getText('UI_ContextMenu_Now_cut')) modData_part.is_cicatrized = true; player:getTraits():add("Brave") player:getTraits():add("Insensitive") bodyPart:setBleeding(false); bodyPart:setDeepWounded(false); bodyPart:setBleedingTime(0); bodyPart:setDeepWoundTime(0); player:transmitModData() end end --Phantom pain if modData_part.is_amputation_shown and ZombRand(1, 100) < 10 then local added_pain = 0 if modData_part.is_cauterized then added_pain = 60 else added_pain = 30 end bodyPart:setAdditionalPain(ZombRand(1, added_pain)) end if isBand then bodyPart:setBandaged(true, bandLife, false, bandType) end end local function isOtherArmInfect(modData, partName) local names = {"RightHand", "RightForearm", "RightArm", "LeftHand", "LeftForearm", "LeftArm"} names[partName] = nil; for i,v in pairs(names) do if modData.TOC[v].is_infected then return true end end return false end function UpdatePlayerHealth(player, modData) local bodyDamage = player:getBodyDamage() if player:HasTrait("Insensitive") then bodyDamage:setPainReduction(49) end for i,name in pairs(GetBodyParts()) do if modData.TOC[name].is_cut then healUpdatePart(name, modData, player) end end end