72 lines
2.1 KiB
Lua
72 lines
2.1 KiB
Lua
-- CutLimb
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-- TODO if TheONlyCure. triggers an errors
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function CheckIfStillInfected(toc_data)
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if toc_data == nil then
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return
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end
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-- Check ALL body part types to check if the player is still gonna die
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local check = false
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for _, v in ipairs(GetBodyParts()) do
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if toc_data[v].is_infected then
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check = true
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end
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end
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if toc_data.is_other_bodypart_infected then
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check = true
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end
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return check
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end
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-- TODO this triggers an error
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function CureInfection(body_damage)
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body_damage:setInfected(false)
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body_damage:setInfectionMortalityDuration(-1)
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body_damage:setInfectionTime(-1)
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body_damage:setInfectionLevel(0)
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local body_part_types = body_damage:getBodyParts()
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for i=body_part_types:size()-1, 0, -1 do
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local bodyPart = body_part_types:get(i)
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bodyPart:SetInfected(false)
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end
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getPlayer().Say("I'm gonna be fine")
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end
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-- OperateLimb
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function SetBodyPartsStatusAfterOperation(player, toc_data, part_name, use_oven)
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--for _, v in ipairs(GetBodyParts()) do
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local body_part_type = player:getBodyDamage():getBodyPart(TocGetBodyPartTypeFromBodyPart(part_name))
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FixSingleBodyPartType(body_part_type, use_oven)
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for _, v in ipairs(toc_data[part_name].depends_on) do
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local depended_body_part_type = player:getBodyDamage():getBodyPart(TocGetBodyPartTypeFromBodyPart(v))
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FixSingleBodyPartType(depended_body_part_type, use_oven)
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end
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end
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function FixSingleBodyPartType(body_part_type, use_oven)
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body_part_type:setDeepWounded(false) --Basically like stitching
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body_part_type:setDeepWoundTime(0)
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if use_oven then
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body_part_type:AddDamage(100)
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body_part_type:setAdditionalPain(100);
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body_part_type:setBleeding(false)
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body_part_type:setBleedingTime(0) -- no bleeding since it's been cauterized
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else
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-- TODO Think a little better about this, do we want to trigger bleeding or not?
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body_part_type:setBleeding(false)
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--body_part_type:setBleedingTime(ZombRand(1, 5)) -- Reset the bleeding, maybe make it random
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end
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end
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