diff --git a/src/accessories/CleanUpHelper.ttslua b/src/accessories/CleanUpHelper.ttslua index a3b959db..ee9662bd 100644 --- a/src/accessories/CleanUpHelper.ttslua +++ b/src/accessories/CleanUpHelper.ttslua @@ -1,5 +1,4 @@ ---[[ -Cleans up the table for the next scenario in a campaign: +--[[ Cleans up the table for the next scenario in a campaign: - sets counters to default values (resources and doom) or trauma values (health and sanity, if not disabled) from campaign log - puts everything on playmats and hands into respective trashcans - use the IGNORE_TAG to exclude objects from tidying (default: "CleanUpHelper_Ignore")]] @@ -57,7 +56,14 @@ local PHYSICS_POSITION = { { -00.0, 2, -27 } } -local PHYSICS_ROTATION = { 270, 270, 0, 180, 270, 0 } +local PHYSICS_ROTATION = { + 270, + 270, + 0, + 180, + 270, + 0 +} local PHYSICS_SCALE = { { 36.6, 1, 14.5 }, @@ -77,6 +83,8 @@ options["removeDrawnLines"] = false local buttonParameters = {} buttonParameters.function_owner = self +local loadingFailedBefore = false + --------------------------------------------------------- -- option loading and GUI setup --------------------------------------------------------- @@ -256,16 +264,7 @@ function getTrauma() return end campaignLog = campaignLog.hit_object - - -- set campaign log to first state - local stateId = campaignLog.getStateId() - if stateId ~= 1 then - campaignLog = campaignLog.setState(1) - end - - -- small delay to account for potential state change - local spawnDelay = 0.1 - Wait.time(loadTrauma, spawnDelay) + loadTrauma() end -- gets data from campaign log if possible @@ -276,9 +275,21 @@ function loadTrauma() printToAll("Trauma values found in campaign log!", "Green") RESET_VALUES = campaignLog.call("returnTrauma") updateCounters(DAMAGE_HORROR_GUIDS, RESET_VALUES, "Damage / Horror") - else + loadingFailedBefore = false + elseif loadingFailedBefore then printToAll("Trauma values could not be found in campaign log!", "Yellow") printToAll("Default values for health and sanity loaded.", "Yellow") + loadingFailedBefore = false + else + -- set campaign log to first state + local stateId = campaignLog.getStateId() + if stateId ~= 1 then + campaignLog = campaignLog.setState(1) + end + loadingFailedBefore = true + -- small delay to account for potential state change + local spawnDelay = 0.1 + Wait.time(loadTrauma, spawnDelay) end end