More cleaning, fixing up interactions
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@@ -215,7 +215,6 @@ function LocalPlayerController.UpdateAmputations()
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end
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local pl = LocalPlayerController.playerObj
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local bd = pl:getBodyDamage()
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local visual = pl:getHumanVisual()
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local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(pl:getUsername())
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local needsUpdate = false
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@@ -227,26 +226,16 @@ function LocalPlayerController.UpdateAmputations()
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if not isCicatrized then
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needsUpdate = true
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local cicTime = dcInst:getCicatrizationTime(limbName)
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TOC_DEBUG.print("updating cicatrization for " .. tostring(limbName))
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TOC_DEBUG.print("Updating cicatrization for " .. tostring(limbName))
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-- TODO Check if bandaged, sutured, whatever
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-- TODO Clean
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-- TODO Check dirtyness of zone and add to it
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--* Dirtyness of the wound
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--local bptEnum = StaticData.BODYLOCS_IND_BPT[limbName]
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-- TODO Workaround
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-- We need to get the BloodBodyPartType to find out how dirty the zone is
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local bbptEnum = BloodBodyPartType[limbName]
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--local bodyPart = bd:getBodyPart(bptEnum)
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local modifier = 0.01 * SandboxVars.TOC.WoundDirtynessMultiplier
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--------------
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-- TEST SECTION
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local dirtynessVis = visual:getDirt(bbptEnum) + visual:getBlood(bbptEnum)
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local dirtynessWound = dcInst:getWoundDirtyness(limbName) + modifier
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--------------
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local dirtyness = dirtynessVis + dirtynessWound
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@@ -255,12 +244,17 @@ function LocalPlayerController.UpdateAmputations()
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end
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dcInst:setWoundDirtyness(limbName, dirtyness)
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TOC_DEBUG.print("Dirtyness for this zone: " .. tostring(dirtyness))
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--* Cicatrization
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local cicDec = SandboxVars.TOC.CicatrizationSpeed - dirtyness
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if cicDec <= 0 then cicDec = 0.1 end
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cicTime = cicTime - cicDec
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TOC_DEBUG.print("dirtyness for this zone: " .. tostring(dirtyness))
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cicTime = cicTime - SandboxVars.TOC.CicatrizationSpeed
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dcInst:setCicatrizationTime(limbName, cicTime)
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TOC_DEBUG.print("new cicatrization time: " .. tostring(cicTime))
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TOC_DEBUG.print("New cicatrization time: " .. tostring(cicTime))
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if cicTime <= 0 then
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TOC_DEBUG.print(tostring(limbName) .. " is cicatrized")
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dcInst:setIsCicatrized(limbName, true)
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