fixed amputation sound
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@@ -22,11 +22,22 @@ function ISCutLimb:update()
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end
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end
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function ISCutLimb:stop()
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self.character:getEmitter():stopSoundByName("Amputation_Sound")
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end
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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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if self.surgeon:getPrimaryHandItem() then
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@@ -21,10 +21,10 @@ function ISOperateLimb:update()
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end
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function ISOperateLimb:start()
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self:setActionAnim("MedicalCheck");
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self:setActionAnim("MedicalCheck")
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if self.use_oven then
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self.sound = self.patient:getEmitter():playSound("Burn_sound")
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self:forceComplete();
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self.sound = self.patient:getEmitter():playSound("Burn_sound") -- TODO currently broken, but maybe that's good
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self:forceComplete()
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end
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end
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@@ -23,4 +23,4 @@ local function AddProfession()
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end
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end
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Events.OnGameBoot.Add(AddProfession);
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Events.OnGameBoot.Add(AddProfession)
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@@ -4,7 +4,7 @@ imports
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{
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Base
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}
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/****************** Clothing that look like a cut arm ******************/
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/****************** Clothing that look like a cut limb ******************/
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item Amputation_Right_Hand
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{
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Type = Clothing,
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@@ -114,7 +114,7 @@ imports
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CanHaveHoles = false,
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}
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/************************ Other items ************************/
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/************************ Operation items ************************/
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item Improvised_surgeon_kit
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{
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Type = Normal,
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@@ -148,7 +148,7 @@ imports
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Icon = surgeonKit,
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}
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/************************ Prothese cloth ************************/
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/************************ Prosthesis clothing item ************************/
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item Prost_Right_Hand_WoodenHook
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{
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@@ -334,7 +334,7 @@ imports
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CanHaveHoles = false,
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}
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/************************ Prothese items ************************/
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/************************ Prosthesis base items ************************/
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item WoodenHook
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{
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@@ -1,7 +1,7 @@
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module base {
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sound Cut_sound {
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category = TOC,
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sound Amputation_Sound {
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category = Player,
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loop = true,
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is3D = true,
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clip {
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@@ -12,7 +12,7 @@ module base {
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}
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sound Operate_sound {
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category = TOC,
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category = Player,
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loop = true,
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is3D = true,
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clip {
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@@ -23,7 +23,7 @@ module base {
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}
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sound Burn_sound {
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category = TOC,
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category = Player,
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loop = false,
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is3D = true,
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clip {
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