Cleaning
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@@ -66,6 +66,9 @@ function PlayerHandler.AddLocalAmputatedLimb(limbName)
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end
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--* Getters *--
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---Get a table with the strings of the amputated limbs
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---@return table
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function PlayerHandler.GetAmputatedLimbs()
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return PlayerHandler.amputatedLimbs or {}
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end
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@@ -75,7 +78,6 @@ end
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---Check if the player has an infected (as in, zombie infection) body part
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---@param character IsoGameCharacter
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function PlayerHandler.CheckInfection(character)
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-- This fucking event barely works. Bleeding seems to be the only thing that triggers it
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if character ~= getPlayer() then return end
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local bd = character:getBodyDamage()
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@@ -104,30 +106,12 @@ function PlayerHandler.CheckInfection(character)
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PlayerHandler.modDataHandler:setIsIgnoredPartInfected(true)
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end
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end
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end
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Events.OnPlayerGetDamage.Add(PlayerHandler.CheckInfection)
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---Handle perks
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---@param player IsoPlayer
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function PlayerHandler.UpdatePerks(player)
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-- TODO If player has an amputated limb, they're gonna level up them while doing normal stuff, getting better at it dynamically
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-- TODO We should have a way to check if the player has done any amputation at all instead of having to check manually each time
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-- TODO Should be run when player is doing stuff like picking up objects, not randomly
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for side, _ in pairs(StaticData.SIDES_STRINGS) do
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local limbName = "Hand_" .. side
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if ModDataHandler.GetInstance():getIsCut(limbName) then
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player:getXp():AddXP(Perks["Side_" .. side], 0.1)
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end
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end
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end
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--Events.OnPlayerUpdate.Add(PlayerHandler.UpdatePerks)
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--* Some overrides *--
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--* Overrides *--
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local og_ISBaseTimedAction_adjustMaxTime = ISBaseTimedAction.adjustMaxTime
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--- Adjust time
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@@ -167,5 +151,4 @@ function ISBaseTimedAction:perform()
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end
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return PlayerHandler
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