Some corrections
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@@ -61,29 +61,6 @@ function TocCureInfection(body_damage, part_data, part_name)
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end
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end
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-- TODO this triggers an error
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function CureInfection(body_damage)
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body_damage:setInfected(false)
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body_damage:setInfectionMortalityDuration(-1)
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body_damage:setInfectionTime(-1)
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body_damage:setInfectionLevel(0)
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local body_part_types = body_damage:getBodyParts()
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for i=body_part_types:size()-1, 0, -1 do
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local bodyPart = body_part_types:get(i)
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bodyPart:SetInfected(false)
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end
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end
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function TocDeleteOtherAmputatedLimbs(side)
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function TocDeleteOtherAmputatedLimbs(side)
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-- if left hand is cut and we cut left lowerarm, then delete hand
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-- if left hand is cut and we cut left lowerarm, then delete hand
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@@ -68,7 +68,7 @@ function TheOnlyCure.UpdatePlayerHealth(player, part_data)
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for i, part_name in pairs(GetBodyParts()) do
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for i, part_name in pairs(GetBodyParts()) do
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if part_data[part_name].is_cut then
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if part_data[part_name].is_cut then
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TheOnlyCure.HealSpecificPart(part_data, part_name, player)
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TheOnlyCure.SetHealthStatusForBodyPart(part_data, part_name, player)
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end
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end
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end
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end
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@@ -79,7 +79,7 @@ function TheOnlyCure.UpdatePlayerHealth(player, part_data)
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end
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end
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--Helper function for UpdatePlayerHealth
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--Helper function for UpdatePlayerHealth
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function TheOnlyCure.HealSpecificPart(part_data, part_name, player)
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function TheOnlyCure.SetHealthStatusForBodyPart(part_data, part_name, player)
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-- TODO this can be moved away from updates
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-- TODO this can be moved away from updates
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@@ -103,52 +103,13 @@ function TheOnlyCure.HealSpecificPart(part_data, part_name, player)
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end
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end
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-- Set max health for body part
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-- Set max health
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if part_data[part_name].is_cicatrized and body_part_type:getHealth() > 80 then
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if part_data[part_name].is_cicatrized and body_part_type:getHealth() > 80 then
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body_part_type:SetHealth(80)
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body_part_type:SetHealth(80)
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elseif body_part_type:getHealth() > 40 then
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elseif body_part_type:getHealth() > 40 then
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body_part_type:SetHealth(40)
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body_part_type:SetHealth(40)
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end
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end
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-- This is useless here. We don't need to do this every single time, only after operation
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-- if modData_part.is_cicatrized then
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-- if bodyPart:deepWounded() then bodyPart:setDeepWounded(false) end
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-- if bodyPart:bleeding() then bodyPart:setBleeding(false) end
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-- end
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-- Check if we can heal the infection
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-- if body_part_type:bitten() then
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-- body_part_type:SetBitten(false)
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-- local is_other_bodypart_infected = player:getModData().TOC.Limbs.is_other_bodypart_infected
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-- if not is_other_bodypart_infected and not TheOnlyCure.CheckIfOtherLimbsAreInfected(part_data, part_name) then
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-- body_part_type:SetInfected(false)
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-- body_damage:setInfectionMortalityDuration(-1)
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-- body_damage:setInfectionTime(-1)
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-- body_damage:setInfectionLevel(0)
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-- local body_part_types = body_damage:getBodyParts()
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-- -- TODO I think this is enough... we should just cycle if with everything instead of that crap up there
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-- for i=body_part_types:size()-1, 0, -1 do
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-- local bodyPart = body_part_types:get(i);
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-- bodyPart:SetInfected(false);
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-- end
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-- end
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-- end
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-- if body_part_type:scratched() then body_part_type:setScratched(false, false) end
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-- if body_part_type:haveGlass() then body_part_type:setHaveGlass(false) end
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-- if body_part_type:haveBullet() then body_part_type:setHaveBullet(false, 0) end
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-- if body_part_type:isInfectedWound() then body_part_type:setInfectedWound(false) end
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-- if body_part_type:isBurnt() then body_part_type:setBurnTime(0) end
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-- if body_part_type:isCut() then body_part_type:setCut(false, false) end --Lacerations
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-- if body_part_type:getFractureTime()>0 then body_part_type:setFractureTime(0) end
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-- Cicatrization check
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-- Cicatrization check
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if part_data[part_name].is_cut and not part_data[part_name].is_cicatrized then
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if part_data[part_name].is_cut and not part_data[part_name].is_cicatrized then
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if part_data[part_name].cicatrization_time < 0 then
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if part_data[part_name].cicatrization_time < 0 then
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