Track LocalMods as part of monolith
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-- NT functions for multiscalpel mode setting
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-- Hooks XML Lua events defined in the multiscalpel item.xml
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-- Hooks Lua event "roundStart" to RefreshAllMultiscalpels descriptions
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function NT.SetMultiscalpelFunction(item, func)
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if func ~= "" then
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item.Tags = "multiscalpel_" .. func
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else
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item.Tags = ""
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end
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NT.RefreshScalpelDescription(item)
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end
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local function GetMultiscalpelMode(item)
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local functiontag = ""
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local tags = HF.SplitString(item.Tags, ",")
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for tag in tags do
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if HF.StartsWith(tag, "multiscalpel_") then
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functiontag = HF.SplitString(tag, "_")[2]
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break
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end
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end
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return functiontag
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end
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function NT.RefreshScalpelDescription(item)
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-- if not HF.ItemHasTag(item,"init") then return end
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-- hostside only
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if Game.IsMultiplayer and CLIENT then return end
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if not Entity.Spawner then
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Timer.Wait(function()
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NT.RefreshScalpelDescription(item)
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end, 35)
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return
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end
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local functiontag = GetMultiscalpelMode(item)
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if functiontag == "" then return end
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local targetinventory = item.ParentInventory
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local targetslot = 0
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if targetinventory ~= nil then targetslot = targetinventory.FindIndex(item) end
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local function SpawnFunc(newscalpelitem, targetinventory)
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if targetinventory ~= nil then targetinventory.TryPutItem(newscalpelitem, targetslot, true, true, nil) end
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newscalpelitem.DescriptionTag = "multiscalpel." .. functiontag
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newscalpelitem.Tags = "multiscalpel_" .. functiontag
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end
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HF.RemoveItem(item)
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Timer.Wait(function()
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local prefab = item.Prefab
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Entity.Spawner.AddItemToSpawnQueue(prefab, item.WorldPosition, nil, nil, function(newscalpelitem)
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SpawnFunc(newscalpelitem, targetinventory)
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end)
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end, 35)
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end
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-- Let's faithfully believe Ydrec that said the item descriptions are already serialized by base game
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--Hook.Add("roundStart", "NT.RoundStart.Multiscalpels", function()
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-- Timer.Wait(function()
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-- NT.RefreshAllMultiscalpels()
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-- end, 10000) -- maybe 10 seconds is enough?
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--end)
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function NT.RefreshAllMultiscalpels()
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-- descriptions dont get serialized, so i have to respawn
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-- every scalpel every round to keep their descriptions (big oof)
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-- fetch scalpel items
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local scalpelItems = {}
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for item in Item.ItemList do
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if item.Prefab.Identifier.Value == "multiscalpel" then table.insert(scalpelItems, item) end
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end
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-- refresh items
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for scalpel in scalpelItems do
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NT.RefreshScalpelDescription(scalpel)
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end
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end
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--Timer.Wait(function()
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-- NT.RefreshAllMultiscalpels()
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--end, 50)
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Hook.Add(
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"NT.multiscalpel.incision",
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"NT.multiscalpel.incision",
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function(effect, deltaTime, item, targets, worldPosition)
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NT.SetMultiscalpelFunction(item, "incision")
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end
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)
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Hook.Add("NT.multiscalpel.kidneys", "NT.multiscalpel.kidneys", function(effect, deltaTime, item, targets, worldPosition)
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NT.SetMultiscalpelFunction(item, "kidneys")
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end)
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Hook.Add("NT.multiscalpel.liver", "NT.multiscalpel.liver", function(effect, deltaTime, item, targets, worldPosition)
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NT.SetMultiscalpelFunction(item, "liver")
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end)
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Hook.Add("NT.multiscalpel.lungs", "NT.multiscalpel.lungs", function(effect, deltaTime, item, targets, worldPosition)
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NT.SetMultiscalpelFunction(item, "lungs")
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end)
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Hook.Add("NT.multiscalpel.heart", "NT.multiscalpel.heart", function(effect, deltaTime, item, targets, worldPosition)
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NT.SetMultiscalpelFunction(item, "heart")
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end)
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Hook.Add("NT.multiscalpel.brain", "NT.multiscalpel.brain", function(effect, deltaTime, item, targets, worldPosition)
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NT.SetMultiscalpelFunction(item, "brain")
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end)
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Hook.Add("NT.multiscalpel.bandage", "NT.multiscalpel.bandage", function(effect, deltaTime, item, targets, worldPosition)
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NT.SetMultiscalpelFunction(item, "bandage")
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end)
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Hook.Add(
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"NT.multiscalpel.speedflex",
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"NT.multiscalpel.speedflex",
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function(effect, deltaTime, item, targets, worldPosition)
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NT.SetMultiscalpelFunction(item, "speedflex")
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end
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)
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NT.ItemMethods.multiscalpel = function(item, usingCharacter, targetCharacter, limb)
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local limbtype = HF.NormalizeLimbType(limb.type)
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local mode = GetMultiscalpelMode(item)
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if mode == "" then mode = "none" end
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local modeFunctions = {
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none = function(item, usingCharacter, targetCharacter, limb) end,
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incision = NT.ItemMethods.advscalpel,
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kidneys = NT.ItemMethods.organscalpel_kidneys,
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liver = NT.ItemMethods.organscalpel_liver,
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lungs = NT.ItemMethods.organscalpel_lungs,
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heart = NT.ItemMethods.organscalpel_heart,
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brain = NT.ItemMethods.organscalpel_brain,
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bandage = function(item, usingCharacter, targetCharacter, limb)
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-- remove casts, bandages, and if none of those apply, cause some damage
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-- code snippet taken from NT.ItemMethods.traumashears
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-- does the target have any cuttable afflictions?
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local cuttables = HF.CombineArrays(NT.CuttableAfflictions, NT.TraumashearsAfflictions)
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local canCut = false
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for val in cuttables do
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local prefab = AfflictionPrefab.Prefabs[val]
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if prefab ~= nil then
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if prefab.LimbSpecific then
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if HF.HasAfflictionLimb(targetCharacter, val, limbtype, 0.1) then
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canCut = true
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break
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end
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elseif limbtype == prefab.IndicatorLimb then
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if HF.HasAffliction(targetCharacter, val, 0.1) then
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canCut = true
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break
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end
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end
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end
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end
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if canCut then
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NT.ItemMethods.traumashears(item, usingCharacter, targetCharacter, limb)
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else
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-- malpractice time!!!!
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local open = HF.HasAfflictionLimb(targetCharacter, "retractedskin", limbtype, 1)
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local istorso = limbtype == LimbType.Torso
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local ishead = limbtype == LimbType.Head
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if not open then
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HF.AddAfflictionLimb(targetCharacter, "bleeding", limbtype, 6 + math.random() * 4, usingCharacter)
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HF.AddAfflictionLimb(
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targetCharacter,
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"lacerations",
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limbtype,
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2.5 + math.random() * 5,
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usingCharacter
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)
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HF.GiveItem(targetCharacter, "ntsfx_slash")
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else
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if istorso then
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-- stabbing an open torso (not good for the organs therein!)
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HF.AddAffliction(targetCharacter, "internalbleeding", 6 + math.random() * 12, usingCharacter)
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HF.AddAfflictionLimb(
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targetCharacter,
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"lacerations",
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limbtype,
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4 + math.random() * 6,
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usingCharacter
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)
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HF.AddAfflictionLimb(
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targetCharacter,
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"internaldamage",
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limbtype,
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4 + math.random() * 6,
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usingCharacter
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)
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local case = math.random()
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local casecount = 4
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if case < 1 / casecount then
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HF.AddAffliction(targetCharacter, "kidneydamage", 10 + math.random() * 10, usingCharacter)
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elseif case < 2 / casecount then
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HF.AddAffliction(targetCharacter, "liverdamage", 10 + math.random() * 10, usingCharacter)
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elseif case < 3 / casecount then
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HF.AddAffliction(targetCharacter, "lungdamage", 10 + math.random() * 10, usingCharacter)
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elseif case < 4 / casecount then
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HF.AddAffliction(targetCharacter, "heartdamage", 10 + math.random() * 10, usingCharacter)
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end
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elseif ishead then
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-- stabbing an open head (brain surgery done right!)
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HF.AddAffliction(targetCharacter, "cerebralhypoxia", 15 + math.random() * 15, usingCharacter)
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HF.AddAfflictionLimb(
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targetCharacter,
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"internaldamage",
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limbtype,
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10 + math.random() * 10,
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usingCharacter
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)
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HF.AddAfflictionLimb(
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targetCharacter,
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"bleeding",
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limbtype,
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6 + math.random() * 12,
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usingCharacter
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)
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else
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-- stabbing an open arm or leg (how to cause fractures)
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HF.AddAfflictionLimb(
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targetCharacter,
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"bleeding",
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limbtype,
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6 + math.random() * 6,
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usingCharacter
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)
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HF.AddAfflictionLimb(
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targetCharacter,
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"lacerations",
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limbtype,
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4 + math.random() * 6,
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usingCharacter
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)
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HF.AddAfflictionLimb(
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targetCharacter,
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"internaldamage",
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limbtype,
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4 + math.random() * 6,
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usingCharacter
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)
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if HF.Chance(0.1) then NT.BreakLimb(targetCharacter, limbtype) end
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end
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HF.GiveItem(targetCharacter, "ntsfx_slash")
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end
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end
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end,
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speedflex = function(item, usingCharacter, targetCharacter, limb)
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local animcontroller = targetCharacter.AnimController
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local torsoLimb = limb
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if animcontroller ~= nil then torsoLimb = animcontroller.MainLimb end
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if limbtype == LimbType.Head then
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NT.ItemMethods.organscalpel_brain(item, usingCharacter, targetCharacter, limb)
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elseif limbtype == LimbType.LeftArm then
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NT.ItemMethods.organscalpel_kidneys(item, usingCharacter, targetCharacter, torsoLimb)
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elseif limbtype == LimbType.Torso then
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NT.ItemMethods.organscalpel_liver(item, usingCharacter, targetCharacter, torsoLimb)
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elseif limbtype == LimbType.RightArm then
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NT.ItemMethods.organscalpel_heart(item, usingCharacter, targetCharacter, torsoLimb)
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elseif limbtype == LimbType.LeftLeg then
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NT.ItemMethods.organscalpel_lungs(item, usingCharacter, targetCharacter, torsoLimb)
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end
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end,
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}
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if modeFunctions[mode] ~= nil then modeFunctions[mode](item, usingCharacter, targetCharacter, limb) end
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if mode ~= "none" then Timer.Wait(function()
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item.Tags = "multiscalpel_" .. mode
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end, 50) end
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end
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