Files
The-Only-Cure/media/lua/client/TOC_ModCompatibility.lua
2023-01-27 11:07:23 +01:00

109 lines
3.7 KiB
Lua

---------------------------------
-- Compatibility for various mods
---------------------------------
local function OverrideFancyHandwork()
if getActivatedMods():contains('FancyHandwork') == false then return end
local og_ISHotbar_equipItem = ISHotbar.equipItem
function ISHotbar:equipItem(item)
print("TOC: Overriding FancyHandwork methods")
local mod = isFHModKeyDown()
local primary = self.chr:getPrimaryHandItem()
local secondary = self.chr:getSecondaryHandItem()
local equip = true
local limbs_data = getPlayer():getModData().TOC.Limbs
local can_be_held = {}
TocPopulateCanBeHeldTable(can_be_held, limbs_data)
for _, test in pairs(can_be_held) do
print(test)
end
--ISInventoryPaneContextMenu.transferIfNeeded(self.chr, item)
-- If we already have the item equipped
if (primary and primary == item) or (secondary and secondary == item) then
ISTimedActionQueue.add(ISUnequipAction:new(self.chr, item, 20))
equip = false
end
-- If we didn't just do something
if equip then
-- Handle holding big objects
if primary and isForceDropHeavyItem(primary) then
ISTimedActionQueue.add(ISUnequipAction:new(self.chr, primary, 50))
----- treat "equip" as if we have something equipped from here down
equip = false
end
if mod then
-- If we still have something equipped in secondary, unequip
if secondary and equip and can_be_held["Left"] then
ISTimedActionQueue.add(ISUnequipAction:new(self.chr, secondary, 20))
end
if can_be_held["Left"] then
ISTimedActionQueue.add(ISEquipWeaponAction:new(self.chr, item, 20, false, item:isTwoHandWeapon()))
else
ISTimedActionQueue.add(ISEquipWeaponAction:new(self.chr, item, 20, true, item:isTwoHandWeapon()))
end
else
-- If we still have something equipped in primary, unequip
if primary and equip and can_be_held["Right"] then
ISTimedActionQueue.add(ISUnequipAction:new(self.chr, primary, 20))
end
-- Equip Primary
if can_be_held["Right"] then
ISTimedActionQueue.add(ISEquipWeaponAction:new(self.chr, item, 20, true, item:isTwoHandWeapon()))
else
ISTimedActionQueue.add(ISEquipWeaponAction:new(self.chr, item, 20, false, item:isTwoHandWeapon()))
end
end
end
self.chr:getInventory():setDrawDirty(true)
getPlayerData(self.chr:getPlayerNum()).playerInventory:refreshBackpacks()
end
local og_FHSwapHandsAction = FHSwapHandsAction.start
function FHSwapHandsAction:start()
local limbs_data = getPlayer():getModData().TOC.Limbs
local can_be_held = {}
TocPopulateCanBeHeldTable(can_be_held, limbs_data)
if self.itemL and can_be_held["Right"] then
self.itemL:setJobType(getText("ContextMenu_Equip_Primary") .. " " .. self.itemL:getName())
self.itemL:setJobDelta(0.0)
else
self:stop()
return
end
if self.itemR and can_be_held["Left"] then
self.itemR:setJobType(getText("ContextMenu_Equip_Secondary") .. " " .. self.itemR:getName())
self.itemR:setJobDelta(0.0)
else
self:stop()
return
end
self:setActionAnim("EquipItem")
self:setOverrideHandModels(self.itemR, self.itemL)
end
end
Events.OnGameStart.Add(OverrideFancyHandwork)