public void ScenarioAddInjury(string type, string place, string state) { InjuryType injuryType = (InjuryType)Enum.Parse(typeof(InjuryType), type); InjuryPlace place2 = (InjuryPlace)Enum.Parse(typeof(InjuryPlace), place); InjuryState state2 = (InjuryState)Enum.Parse(typeof(InjuryState), state); BIWoundSlot freeWoundSlot = this.m_BodyInspectionController.GetFreeWoundSlot(place2, injuryType, true); Injury injury = null; if (freeWoundSlot != null) { injury = this.AddInjury(injuryType, place2, freeWoundSlot, state2, 0, null, null); } if (injury != null) { switch (state2) { case InjuryState.Open: injury.OpenWound(); return; case InjuryState.Infected: injury.Infect(); return; case InjuryState.Closed: injury.CloseWound(); break; default: return; } } }
public void Load() { this.ResetInjuries(); int num = SaveGame.LoadIVal("InjuriesCount"); for (int i = 0; i < num; i++) { InjuryType injuryType = (InjuryType)SaveGame.LoadIVal("InjuryType" + i); InjuryPlace place = (InjuryPlace)SaveGame.LoadIVal("InjuryPlace" + i); InjuryState injuryState = (InjuryState)SaveGame.LoadIVal("InjuryState" + i); if (injuryType != InjuryType.WormHole || injuryState != InjuryState.WormInside) { BIWoundSlot woundSlot = BodyInspectionController.Get().GetWoundSlot(place, SaveGame.LoadSVal("InjurySlot" + i)); int poison_level = SaveGame.LoadIVal("InjuryPoisonLevel" + i); Injury injury = this.AddInjury(injuryType, place, woundSlot, injuryState, poison_level, null, null); if (injury != null) { if (injuryState == InjuryState.Infected) { injury.Infect(); } else if (injuryState == InjuryState.Closed) { injury.CloseWound(); } injury.Load(i); } } } }
public void ScenarioAddInjury(string type, string place, string state) { InjuryType injuryType = (InjuryType)Enum.Parse(typeof(InjuryType), type); InjuryPlace place2 = (InjuryPlace)Enum.Parse(typeof(InjuryPlace), place); InjuryState injuryState = (InjuryState)Enum.Parse(typeof(InjuryState), state); BIWoundSlot freeWoundSlot = this.m_BodyInspectionController.GetFreeWoundSlot(place2, injuryType); Injury injury = null; if (freeWoundSlot != null) { injury = this.AddInjury(injuryType, place2, freeWoundSlot, injuryState, 0, null); } if (injuryState != InjuryState.Open) { if (injuryState != InjuryState.Infected) { if (injuryState == InjuryState.Closed) { injury.CloseWound(); } } else { injury.Infect(); } } else { injury.OpenWound(); } }