first stuff for prosthetic knifes
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@@ -0,0 +1,12 @@
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<?xml version="1.0" encoding="utf-8"?>
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<clothingItem>
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<m_MaleModel>Prost_Left_LowerArm_Hook_Male</m_MaleModel>
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<m_FemaleModel>Prost_Left_LowerArm_Hook_Female</m_FemaleModel>
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<m_GUID>aea8e02a-cba0-48d0-9eb0-7087651306b0</m_GUID>
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<m_Static>false</m_Static>
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<m_AllowRandomHue>false</m_AllowRandomHue>
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<m_AllowRandomTint>false</m_AllowRandomTint>
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<textureChoices>Clothes\wood_male</textureChoices>
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<textureChoices>Clothes\wood_female</textureChoices>
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</clothingItem>
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@@ -58,6 +58,13 @@ local function SetHealthStatusForBodyPart(part_data, part_name, player)
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end
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-- Check for stitching
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local is_stitched = false
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-- TODO Implement this
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-- Set max health for body part
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if part_data[part_name].is_cicatrized and body_part:getHealth() > 80 then
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body_part:SetHealth(80)
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@@ -158,8 +165,8 @@ local function TocUpdateEveryTenMinutes()
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if player == nil then
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return
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end
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local toc_data = player:getModData().TOC
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local part_data = toc_data.Limbs
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local part_data = player:getModData().TOC.Limbs
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--Experience for prosthesis user
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for _, side in ipairs(TOC_sides) do
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@@ -22,6 +22,15 @@ function TocSetInitData(mod_data, player)
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print("TOC: Creating mod_data.TOC")
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-- TODO this is gonna become a mess really fast, i fucked up.
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-- TODO Move prosthesis to something more easily accessible
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-- TODO Acceptable prosthesis need to be moved to something more accessible
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mod_data.TOC = {
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Limbs = {
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@@ -104,7 +113,7 @@ function TocSetInitData(mod_data, player)
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mod_data.TOC.Limbs[part_name].is_prosthesis_equipped = false
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mod_data.TOC.Limbs[part_name].equipped_prosthesis = {}
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mod_data.TOC.Limbs[part_name].equipped_prosthesis = {} -- TODO i'm still not usign this, I should though
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-- Even if there are some duplicates, this is just easier in the end since we're gonna get fairly easily part_name
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@@ -154,12 +163,13 @@ end
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function TocUpdateBaseData(mod_data)
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local prosthesis_list = { "WoodenHook", "MetalHook", "MetalHand" }
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-- TODO The prosthetic knife needs to be a weapon first and foremost, so other than a
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-- clothing item it needs to be a weapon too (an invisible one maybe?)
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--local prosthesis_list = { "WoodenHook", "MetalHook", "MetalHand", "ProstheticKnife" }
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local accepted_prosthesis_hand = { "WoodenHook", "MetalHook", "MetalHand" }
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local accepted_prosthesis_lowerarm = { "WoodenHook", "MetalHook", "MetalHand" }
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local accepted_prosthesis_hand = { "WoodenHook", "MetalHook", "MetalHand", "ProstheticKnife" }
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local accepted_prosthesis_lowerarm = { "WoodenHook", "MetalHook", "MetalHand", "ProstheticKnife" }
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local accepted_prosthesis_upperarm = {} -- For future stuff
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for _, side in ipairs(TOC_sides) do
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@@ -176,6 +186,7 @@ function TocUpdateBaseData(mod_data)
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mod_data.TOC.Prosthesis["WoodenHook"][part_name].prosthesis_factor = 1.3
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mod_data.TOC.Prosthesis["MetalHook"][part_name].prosthesis_factor = 1.2
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mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.1
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mod_data.TOC.Prosthesis["ProstheticKnife"][part_name].prosthesis_factor = 1.5
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elseif limb == "LowerArm" then
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@@ -186,6 +197,8 @@ function TocUpdateBaseData(mod_data)
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mod_data.TOC.Prosthesis["WoodenHook"][part_name].prosthesis_factor = 1.35
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mod_data.TOC.Prosthesis["MetalHook"][part_name].prosthesis_factor = 1.25
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mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.15
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mod_data.TOC.Prosthesis["ProstheticKnife"][part_name].prosthesis_factor = 1.6
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elseif limb == "UpperArm" then
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mod_data.TOC.Limbs[part_name].cicatrization_base_time = 2000
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mod_data.TOC.Limbs[part_name].depends_on = { side .. "_Hand", side .. "_LowerArm", }
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@@ -36,7 +36,6 @@ function ISCutLimb:start()
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self:setActionAnim("SawLog")
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local saw_item = TocGetSawInInventory(self.surgeon)
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self.sound = self.character:getEmitter():playSound("Amputation_Sound")
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-- Return whatever object we've got in the inventory
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@@ -27,6 +27,7 @@ DisplayName_EN = {
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ItemName_TOC.WoodenHook = "Wooden Hook",
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ItemName_TOC.MetalHook = "Metal Hook",
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ItemName_TOC.MetalHand = "Metal Hand",
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ItemName_TOC.ProstheticKnife = "Prosthetic Knife",
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ItemName_TOC.SurgeonMag1 = "Surgeon magazine for dummies",
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ItemName_TOC.SurgeonMag2 = "Surgeon magazine for students",
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@@ -7,6 +7,12 @@ Tooltip_EN = {
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Tooltip_equip_prothesis_fore = "Water Resistance is the time multiplier for actions<br>Without prosthesis, the multiplier is 2.5"
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Tooltip_prosthesic_limb = "A prosthetic limb. You'll have to wait until your limb is cicatrized before installing it.<br> It's done by having a bandage (alcohol is better) when cut, use a surgeon kit and wait."
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Tooltip_ProstheticKnife = "Prost Knife test",
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Recipe_Tooltip_Wooden_hook = "Make a prosthesic wooden hook.<br>Can be used on an amputated hand or forearm.<br>Can't be equipped if the upper arm is amputated."
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Recipe_Tooltip_Metal_hook = "Make a prosthesic metal hook.<br>Can be used on an amputated hand or forearm.<br>Can't be equipped if the upper arm is amputated."
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Recipe_Tooltip_Metal_hand = "Make a prosthesic metal hand.<br>Can be used on an amputated hand or forearm.<br>Can't be equipped if the upper arm is amputated."
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@@ -1,7 +1,7 @@
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VERSION = 1,
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option TOC.RollUpSleeves
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/* option TOC.RollUpSleeves
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{
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type = boolean,
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default = true,
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@@ -9,7 +9,7 @@ option TOC.RollUpSleeves
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page = TOC,
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translation = TOC_RollUpSleeves,
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}
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} */
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option TOC.CicatrizationSpeedMultiplier
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{
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@@ -18,6 +18,6 @@ option TOC.CicatrizationSpeedMultiplier
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max = 10,
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default = 1,
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page = TOC,
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translation = TOC_CicatrizationSpeedMultiplier
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translation = TOC_CicatrizationSpeedMultiplier,
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}
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@@ -337,37 +337,48 @@ imports
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/************************ Prosthesis base items ************************/
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item WoodenHook
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{
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Weight = 1,
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Type = Normal,
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DisplayCategory = Prosthesis,
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DisplayName = DisplayName_woodenHook,
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Icon = woodenHook,
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Tooltip = Tooltip_prosthesic_limb,
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WorldStaticModel = TOC.WoodenHook,
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}
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{
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Weight = 1,
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Type = Normal,
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DisplayCategory = Prosthesis,
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DisplayName = DisplayName_WoodenHook,
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Icon = woodenHook,
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Tooltip = Tooltip_prosthesic_limb,
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WorldStaticModel = TOC.WoodenHook,
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}
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item MetalHook
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{
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Weight = 0.5,
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Type = Normal,
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DisplayCategory = Prosthesis,
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DisplayName = DisplayName_metalHook,
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Icon = metalHook,
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Tooltip = Tooltip_prosthesic_limb,
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WorldStaticModel = TOC.MetalHook,
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{
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Weight = 0.5,
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Type = Normal,
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DisplayCategory = Prosthesis,
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DisplayName = DisplayName_MetalHook,
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Icon = metalHook,
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Tooltip = Tooltip_prosthesic_limb,
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WorldStaticModel = TOC.MetalHook,
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}
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}
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item MetalHand
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{
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Weight = 0.3,
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Type = Normal,
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DisplayCategory = Prosthesis,
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DisplayName = DisplayName_metalHand,
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Icon = metalHand,
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Tooltip = Tooltip_prosthesic_limb,
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}
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{
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Weight = 0.3,
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Type = Normal,
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DisplayCategory = Prosthesis,
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DisplayName = DisplayName_MetalHand,
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Icon = metalHand,
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Tooltip = Tooltip_prosthesic_limb,
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}
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item ProstheticKnife
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{
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Weight = 0.5,
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Type = Normal,
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DisplayCategory = Prosthesis,
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DisplayName = DisplayName_ProstheticKnife,
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Icon = metalHand,
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Tooltip = Tooltip_ProstheticKnife,
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}
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/**************************** Mags ****************************/
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item SurgeonMag1
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@@ -13,4 +13,11 @@ module TOC
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texture = WorldItems/wood,
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scale = 0.15,
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}
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model ProstheticKnife
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{
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mesh = WorldItems/prostKnife,
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texture = WorldItems/metal_base,
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scale = 0.15
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}
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}
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