The great event move
This commit is contained in:
+3
-2
@@ -1,5 +1,6 @@
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Items.Components;
|
||||
using Barotrauma.LuaCs.Events;
|
||||
using Barotrauma.Networking;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
@@ -1305,11 +1306,11 @@ namespace Barotrauma
|
||||
//increase oxygen and clamp it above zero
|
||||
// -> the character should be revived if there are no major afflictions in addition to lack of oxygen
|
||||
target.Oxygen = Math.Max(target.Oxygen + 10.0f, 10.0f);
|
||||
GameMain.LuaCs.Hook.Call("human.CPRSuccess", this);
|
||||
GameMain.LuaCs.EventService.PublishEvent<IEventHumanCPRSuccess>(x => x.OnCharacterCPRSuccess(this));
|
||||
}
|
||||
else
|
||||
{
|
||||
GameMain.LuaCs.Hook.Call("human.CPRFailed", this);
|
||||
GameMain.LuaCs.EventService.PublishEvent<IEventHumanCPRFailed>(x => x.OnCharacterCPRFailed(this));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,17 +1,18 @@
|
||||
using Barotrauma.Networking;
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.LuaCs.Events;
|
||||
using Barotrauma.Networking;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Contacts;
|
||||
using FarseerPhysics.Dynamics.Joints;
|
||||
using Microsoft.Xna.Framework;
|
||||
using MoonSharp.Interpreter;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
using LimbParams = Barotrauma.RagdollParams.LimbParams;
|
||||
using JointParams = Barotrauma.RagdollParams.JointParams;
|
||||
using MoonSharp.Interpreter;
|
||||
using LimbParams = Barotrauma.RagdollParams.LimbParams;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -857,7 +858,8 @@ namespace Barotrauma
|
||||
|
||||
float impactDamage = GetImpactDamage(impact, impactTolerance);
|
||||
|
||||
var should = GameMain.LuaCs.Hook.Call<float?>("changeFallDamage", impactDamage, character, impactPos, velocity);
|
||||
float? should = null;
|
||||
GameMain.LuaCs.EventService.PublishEvent<IEventChangeFallDamage>(x => should = x.OnChangeFallDamage(impactDamage, character, impactPos, velocity) ?? should);
|
||||
|
||||
if (should != null)
|
||||
{
|
||||
|
||||
+2
-1
@@ -4,6 +4,7 @@ using System.Xml.Linq;
|
||||
using System;
|
||||
using Barotrauma.Extensions;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Barotrauma.LuaCs.Events;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -343,7 +344,7 @@ namespace Barotrauma
|
||||
if (client != null)
|
||||
{
|
||||
GameMain.Server.SetClientCharacter(client, husk);
|
||||
GameMain.LuaCs.Hook.Call("husk.clientControlHusk", new object[] { client, husk });
|
||||
GameMain.LuaCs.EventService.PublishEvent<IEventClientControlHusk>(x => x.OnClientControlHusk(client, husk));
|
||||
}
|
||||
#else
|
||||
if (!character.IsRemotelyControlled && character == Character.Controlled)
|
||||
|
||||
@@ -1,17 +1,19 @@
|
||||
using Barotrauma.Abilities;
|
||||
using Barotrauma.Abilities;
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.LuaCs.Events;
|
||||
using Barotrauma.Networking;
|
||||
using Barotrauma.Networking;
|
||||
using Microsoft.Xna.Framework;
|
||||
using MoonSharp.Interpreter;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using Barotrauma.Networking;
|
||||
using Barotrauma.Extensions;
|
||||
using System.Globalization;
|
||||
using MoonSharp.Interpreter;
|
||||
using Barotrauma.Abilities;
|
||||
using static OneOf.Types.TrueFalseOrNull;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -655,7 +657,8 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
|
||||
var should = GameMain.LuaCs.Hook.Call<bool?>("character.applyDamage", this, attackResult, hitLimb, allowStacking);
|
||||
bool? should = null;
|
||||
GameMain.LuaCs.EventService.PublishEvent<IEventCharacterApplyDamage>(x => should = x.OnCharacterApplyDamage(this, attackResult, hitLimb, allowStacking) ?? should);
|
||||
if (should != null && should.Value) { return; }
|
||||
|
||||
foreach (Affliction newAffliction in attackResult.Afflictions)
|
||||
@@ -826,10 +829,9 @@ namespace Barotrauma
|
||||
if (newAffliction.Prefab.TargetSpecies.Any() && newAffliction.Prefab.TargetSpecies.None(s => s == Character.SpeciesName)) { return; }
|
||||
if (Character.Params.Health.ImmunityIdentifiers.Contains(newAffliction.Identifier)) { return; }
|
||||
|
||||
var should = GameMain.LuaCs.Hook.Call<bool?>("character.applyAffliction", this, limbHealth, newAffliction, allowStacking);
|
||||
|
||||
if (should != null && should.Value)
|
||||
return;
|
||||
bool? should = null;
|
||||
GameMain.LuaCs.EventService.PublishEvent<IEventCharacterApplyAffliction>(x => should = x.OnCharacterApplyAffliction(this, limbHealth, newAffliction, allowStacking) ?? should);
|
||||
if (should != null && should.Value) { return; }
|
||||
|
||||
Affliction existingAffliction = null;
|
||||
foreach ((Affliction affliction, LimbHealth value) in afflictions)
|
||||
|
||||
Reference in New Issue
Block a user