Cleaning
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@@ -71,7 +71,7 @@ function TocSetInitData(mod_data, player)
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Left_LowerArm = {},
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Left_UpperArm = {},
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},
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Accepted_Prosthesis = {}
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@@ -116,7 +116,7 @@ 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 = {} -- TODO i'm still not usign this, I should though
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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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@@ -299,7 +299,8 @@ function TheOnlyCure.CutLimb(part_name, surgeon_factor, bandage_table, painkille
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-- If bandages are available, use them
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adiacent_body_part:setBandaged(bandage_table.use_bandage, 10, bandage_table.is_bandage_sterilized, bandage_table.bandage_type)
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adiacent_body_part:setBandaged(bandage_table.use_bandage, 10, bandage_table.is_bandage_sterilized,
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bandage_table.bandage_type)
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@@ -321,7 +322,8 @@ function TheOnlyCure.CutLimb(part_name, surgeon_factor, bandage_table, painkille
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limbs_data[depended_v].cicatrization_time = limbs_data[part_name].cicatrization_base_time -
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surgeon_factor * 50
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local should_depended_v_be_healed_of_bite = limbs_data[depended_v].is_infected and body_damage:getInfectionLevel() < 20
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local should_depended_v_be_healed_of_bite = limbs_data[depended_v].is_infected and
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body_damage:getInfectionLevel() < 20
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local depended_body_part = body_damage:getBodyPart(TocGetBodyPartFromPartName(depended_v))
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TocSetParametersForMissingLimb(depended_body_part, should_depended_v_be_healed_of_bite)
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@@ -331,7 +333,7 @@ function TheOnlyCure.CutLimb(part_name, surgeon_factor, bandage_table, painkille
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end
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end
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end
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-- Heal the infection here
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