Disabled other stuff
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@@ -1,3 +1,8 @@
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-- TODO This section must be overhauled
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local DataController = require("TOC/Controllers/DataController")
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local StaticData = require("TOC/StaticData")
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---@diagnostic disable: duplicate-set-field
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---@diagnostic disable: duplicate-set-field
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-- Bunch of actions shouldn't be modified by the adjusted time
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-- Bunch of actions shouldn't be modified by the adjusted time
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@@ -8,38 +13,54 @@
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---ISEquipWeaponAction
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---ISEquipWeaponAction
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---ISUnequipAction
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---ISUnequipAction
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--- We're forced to re-run this crap to fix it
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-- --- We're forced to re-run this crap to fix it
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---@param action ISBaseTimedAction
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-- ---@param action ISBaseTimedAction
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local function HandleSpeedSpecificAction(action)
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-- local function HandleSpeedSpecificAction(action, time)
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action.skipTOC = true
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-- action.skipTOC = true
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action.animSpeed = action.maxTime / action:adjustMaxTime(action.maxTime)
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-- action.maxTime = time
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action.maxTime = -1
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-- action.animSpeed = 1.0
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end
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-- end
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local og_ISAttachItemHotbar_new = ISAttachItemHotbar.new
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-- local og_ISAttachItemHotbar_new = ISAttachItemHotbar.new
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function ISAttachItemHotbar:new(character, item, slot, slotIndex, slotDef)
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-- function ISAttachItemHotbar:new(character, item, slot, slotIndex, slotDef)
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local action = og_ISAttachItemHotbar_new(self, character, item, slot, slotIndex, slotDef)
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-- local action = og_ISAttachItemHotbar_new(self, character, item, slot, slotIndex, slotDef)
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HandleSpeedSpecificAction(action)
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-- HandleSpeedSpecificAction(action, -1)
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return action
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-- return action
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end
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-- end
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local og_ISDetachItemHotbar_new = ISDetachItemHotbar.new
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-- local og_ISDetachItemHotbar_new = ISDetachItemHotbar.new
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function ISDetachItemHotbar:new(character, item)
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-- function ISDetachItemHotbar:new(character, item)
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local action = og_ISDetachItemHotbar_new(self, character, item)
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-- local action = og_ISDetachItemHotbar_new(self, character, item)
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HandleSpeedSpecificAction(action)
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-- HandleSpeedSpecificAction(action, -1)
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return action
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-- return action
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end
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-- end
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-- TODO This pile of shit is unberable. I'll just leave it like this for now.
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-- local og_ISEquipWeaponAction_new = ISEquipWeaponAction.new
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-- local og_ISEquipWeaponAction_new = ISEquipWeaponAction.new
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-- function ISEquipWeaponAction:new(character, item, time, primary, twoHands)
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-- function ISEquipWeaponAction:new(character, item, time, primary, twoHands)
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-- local action = og_ISEquipWeaponAction_new(self, character, item, time, primary, twoHands)
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-- local action = og_ISEquipWeaponAction_new(self, character, item, time, primary, twoHands)
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-- TOC_DEBUG.print("Override ISEquipWeaponAction")
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-- TOC_DEBUG.print("Override ISEquipWeaponAction New")
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-- if not twoHands then
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-- TOC_DEBUG.print("Not a two handed action, re-adding skip TOC")
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-- HandleSpeedSpecificAction(action)
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-- -- check if right arm is cut off or not. if it is, penality shall apply
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-- -- if we got here, the action is valid, so we know that we have a prosthesis.
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-- local dcInst = DataController.GetInstance()
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-- if not dcInst:getIsCut(StaticData.LIMBS_IND_STR.Hand_R) then
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-- action.skipTOC = true
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-- action.maxTime = time
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-- action.animSpeed = 1.0
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-- TOC_DEBUG.print("Skipping TOC for ISEquipWeaponAction new")
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-- end
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-- end
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-- -- if not twoHands then
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-- -- TOC_DEBUG.print("Not a two handed action, re-adding skip TOC")
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-- -- HandleSpeedSpecificAction(action)
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-- -- end
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-- return action
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-- return action
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-- end
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-- end
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