Fix to force reinit breaking actions in SP
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@@ -22,8 +22,6 @@ end
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---Will calculate all the values that we need
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function CachedDataHandler.CalculateCacheableValues(username)
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CachedDataHandler.CalculateHighestAmputatedLimbs(username)
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-- FIX This should be run ONLY on the actual client, never on other clients. Just a placeholder fix for now
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if getPlayer():getUsername() == username then
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CachedDataHandler.CalculateBothHandsFeasibility()
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end
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@@ -31,7 +29,6 @@ end
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--* Amputated Limbs caching *--
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CachedDataHandler.amputatedLimbs = {}
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@@ -120,12 +117,22 @@ CachedDataHandler.handFeasibility = {}
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function CachedDataHandler.CalculateHandFeasibility(limbName)
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local dcInst = DataController.GetInstance()
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local side = CommonMethods.GetSide(limbName)
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-- TODO if we re run this too early, it might break everything after a forced re-init
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CachedDataHandler.handFeasibility[side] = not dcInst:getIsCut(limbName) or dcInst:getIsProstEquipped(limbName)
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TOC_DEBUG.print("Calculated hand feasibility: " .. tostring(side))
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end
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---@param side string Either "L" or "R"
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---@return boolean
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function CachedDataHandler.GetHandFeasibility(side)
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-- FIX horrendous workaround, but with a forced init we run the caching too early and it breaks this, setting it to nil.
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if CachedDataHandler.handFeasibility[side] == nil then
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CachedDataHandler.CalculateBothHandsFeasibility()
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end
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return CachedDataHandler.handFeasibility[side]
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end
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