@@ -141,8 +141,8 @@ local function createCorpsePiece(creator, bodypart, partlayer, creatureID, caste
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item .corpse_flags .tooth = true
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item .material_amount .Tooth = 1
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elseif layerName == ' NERVE' then -- check if nervous tissue
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- item .corpse_flags .skull1 = true -- apparently "skull1" is supposed to be named "rots/can_rot"
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- item .corpse_flags .separated_part = true
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+ item .corpse_flags .rottable = true
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+ item .corpse_flags .use_blood_color = true
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-- elseif layerName == "NAIL" then -- check if nail (NO SPECIAL FLAGS)
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elseif layerName == ' HORN' or layerName == ' HOOF' then -- check if nail
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item .corpse_flags .horn = true
@@ -153,7 +153,7 @@ local function createCorpsePiece(creator, bodypart, partlayer, creatureID, caste
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end
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-- checking for skull
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if not generic and not isCorpse and creatorBody .body_parts [bodypart ].token == ' SKULL' then
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- item .corpse_flags .skull2 = true
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+ item .corpse_flags .skull = true
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end
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end
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local matType
@@ -176,10 +176,10 @@ local function createCorpsePiece(creator, bodypart, partlayer, creatureID, caste
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end
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-- on a dwarf tissue index 3 (bone) is 22, but this is not always the case for all creatures, so we get the mat_type of index 3 instead
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-- here we also set the actual referenced creature material of the corpsepiece
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- item .bone1 .mat_type = matType
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- item .bone1 .mat_index = creatureID
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- item .bone2 .mat_type = matType
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- item .bone2 .mat_index = creatureID
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+ item .largest_tissue .mat_type = matType
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+ item .largest_tissue .mat_index = creatureID
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+ item .largest_unrottable_tissue .mat_type = matType
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+ item .largest_unrottable_tissue .mat_index = creatureID
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-- skin (and presumably other parts) use body part modifiers for size or amount
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for i = 0 ,200 do -- fuck it this works
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-- inserts
@@ -226,7 +226,7 @@ local function createCorpsePiece(creator, bodypart, partlayer, creatureID, caste
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if wholePart then
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for i in pairs (creatorBody .body_parts [bodypart ].layers ) do
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item .body .components .layer_status [creatorBody .body_parts [bodypart ].layers [i ].layer_id ].gone = false
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- item .corpse_flags .separated_part = true
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+ item .corpse_flags .use_blood_color = true
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item .corpse_flags .unbutchered = true
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end
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end
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