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