Handling WoundCleaning
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@@ -210,6 +210,8 @@ function PlayerHandler.UpdateCicatrization()
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end
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local pl = PlayerHandler.playerObj
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local bd = pl:getBodyDamage()
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local visual = pl:getHumanVisual()
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local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(pl:getUsername())
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local needsUpdate = false
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@@ -222,6 +224,24 @@ function PlayerHandler.UpdateCicatrization()
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local cicTime = modDataHandler:getCicatrizationTime(limbName)
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TOC_DEBUG.print("updating cicatrization for " .. tostring(limbName))
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-- TODO Check if bandaged, sutured, whatever
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-- TODO Clean
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-- TODO Check dirtyness of zone and add to it
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--local bptEnum = StaticData.BODYLOCS_IND_BPT[limbName]
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-- TODO Workaround
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local bbptEnum = BloodBodyPartType[limbName]
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--local bodyPart = bd:getBodyPart(bptEnum)
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local dirtyness = visual:getDirt(bbptEnum) + visual:getBlood(bbptEnum) + modDataHandler:getWoundDirtyness(limbName)
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modDataHandler:setWoundDirtyness(limbName, dirtyness)
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TOC_DEBUG.print("dirtyness for this zone: " .. tostring(dirtyness))
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cicTime = cicTime - SandboxVars.TOC.CicatrizationSpeed
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modDataHandler:setCicatrizationTime(limbName, cicTime)
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TOC_DEBUG.print("new cicatrization time: " .. tostring(cicTime))
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