I think I got almost everything. Now to check it
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@@ -4,121 +4,131 @@ function TestStuffToc()
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local mod_data = player:getModData().TOC
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mod_data.TOC = {}
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if mod_data.TOC == nil then
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mod_data.TOC = {}
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mod_data.TOC = {
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Limbs = {},
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Prosthesis = {},
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Generic = {},
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}
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--------
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-- NEW NAMING SCHEME
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---- Amputations
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-- Amputation_Left_Hand
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-- Amputation_Right_UpperArm
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---- Prosthesis to equip
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-- Prost_Left_Hand_MetalHook
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-- Prost_Right_Forearm_WoodenHook
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--- Objects
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-- Prost_Object_WoddenHook
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local sides = {"Left", "Right"}
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local limbs = {"Hand", "LowerArm", "UpperArm"} -- Let's follow their naming
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local prosthesis_list = {"WoodenHook", "MetalHook", "MetalHand"}
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local accepted_prosthesis_hand = {"WoodenHook", "MetalHook", "MetalHand"}
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local accepted_prosthesis_lowerarm = {"WoodenHook", "MetalHook", "MetalHand"}
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local accepted_prosthesis_upperarm = {} -- For future stuff
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for _, side in ipairs(sides) do
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for _, limb in ipairs(limbs) do
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local part_name = side .. "_" .. limb
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mod_data.TOC.Limbs[part_name].is_cut = false
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mod_data.TOC.Limbs[part_name].is_infected = false
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mod_data.TOC.Limbs[part_name].is_operated = false
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mod_data.TOC.Limbs[part_name].is_cicatrized = false
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mod_data.TOC.Limbs[part_name].is_cauterized = false
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mod_data.TOC.Limbs[part_name].is_amputation_shown = false
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mod_data.TOC = {
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mod_data.TOC.Limbs[part_name].cicatrization_time = 0
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mod_data.TOC.Limbs[part_name].is_prosthesis_equipped = false
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mod_data.TOC.Limbs[part_name].prosthesis_factor = 1.0
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mod_data.TOC.Limbs[part_name].prosthesis_material_id = nil
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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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if limb == "Hand" then
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mod_data.TOC.Limbs[part_name].cicatrization_base_time = 1700
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mod_data.TOC.Limbs[part_name].depends_on = {}
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mod_data.TOC.Prosthesis.AcceptedProsthesis[part_name] = accepted_prosthesis_hand
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elseif limb == "LowerArm" then
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mod_data.TOC.Limbs[part_name].cicatrization_base_time = 1800
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mod_data.TOC.Limbs[part_name].depends_on = {side .. "_Hand",}
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mod_data.TOC.Prosthesis.AcceptedProsthesis[part_name] = accepted_prosthesis_lowerarm
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elseif limb == "UpperArm" then
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mod_data.TOC.Limbs[part_name].cicatrization_base_time = 2000
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mod_data.TOC.Limbs[part_name].depends_on = {side .. "_Hand", side .. "_LowerArm",}
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mod_data.TOC.Prosthesis.AcceptedProsthesis[part_name] = accepted_prosthesis_upperarm
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end
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end
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end
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for _, v in ipairs(prosthesis_list) do
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Limbs = {},
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Prosthesis = {},
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Generic = {},
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}
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--------
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-- NEW NAMING SCHEME
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---- Amputations
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-- Amputation_Left_Hand
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-- Amputation_Right_UpperArm
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---- Prosthesis to equip
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-- Prost_Left_Hand_MetalHook
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-- Prost_Right_Forearm_WoodenHook
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--- Objects
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-- Prost_Object_WoddenHook
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local sides = {"Left", "Right"}
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local limbs = {"Hand", "LowerArm", "UpperArm"} -- Let's follow their naming
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local prosthesis_list = {"WoodenHook", "MetalHook", "MetalHand"}
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local accepted_prosthesis_hand = {"WoodenHook", "MetalHook", "MetalHand"}
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local accepted_prosthesis_lowerarm = {"WoodenHook", "MetalHook", "MetalHand"}
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local accepted_prosthesis_upperarm = {} -- For future stuff
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for _, side in ipairs(sides) do
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for _, limb in ipairs(limbs) do
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local part_name = side .. "_" .. limb
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mod_data.TOC.Limbs[part_name].is_cut = false
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mod_data.TOC.Limbs[part_name].is_infected = false
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mod_data.TOC.Limbs[part_name].is_operated = false
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mod_data.TOC.Limbs[part_name].is_cicatrized = false
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mod_data.TOC.Limbs[part_name].is_cauterized = false
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mod_data.TOC.Limbs[part_name].is_amputation_shown = false
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mod_data.TOC.Prosthesis[v].prosthesis_factor = 1.0 -- Default
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mod_data.TOC.Limbs[v].prosthesis_material_id = nil -- Set texture?
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-- TODO Something else?
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mod_data.TOC.Limbs[part_name].cicatrization_time = 0
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mod_data.TOC.Limbs[part_name].is_prosthesis_equipped = false
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mod_data.TOC.Limbs[part_name].prosthesis_factor = 1.0
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mod_data.TOC.Limbs[part_name].prosthesis_material_id = nil
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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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if limb == "Hand" then
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mod_data.TOC.Limbs[part_name].cicatrization_base_time = 1700
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mod_data.TOC.Limbs[part_name].depends_on = {}
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mod_data.TOC.Prosthesis.AcceptedProsthesis[part_name] = accepted_prosthesis_hand
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mod_data.TOC.Prosthesis["WoodenHook"][part_name].prosthesis_factor = 1.5
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mod_data.TOC.Prosthesis["MetalHook"][part_name].prosthesis_factor = 1.3
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mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.1
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elseif limb == "LowerArm" then
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mod_data.TOC.Limbs[part_name].cicatrization_base_time = 1800
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mod_data.TOC.Limbs[part_name].depends_on = {side .. "_Hand",}
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mod_data.TOC.Prosthesis.AcceptedProsthesis[part_name] = accepted_prosthesis_lowerarm
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mod_data.TOC.Prosthesis["WoodenHook"][part_name].prosthesis_factor = 1.65
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mod_data.TOC.Prosthesis["MetalHook"][part_name].prosthesis_factor = 1.45
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mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.25
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elseif limb == "UpperArm" then
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mod_data.TOC.Limbs[part_name].cicatrization_base_time = 2000
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mod_data.TOC.Limbs[part_name].depends_on = {side .. "_Hand", side .. "_LowerArm",}
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mod_data.TOC.Prosthesis.AcceptedProsthesis[part_name] = accepted_prosthesis_upperarm
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end
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end
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end
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-- Setup traits
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if player:HasTrait("Amputee_Hand") then
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-- TODO override AddItem so we can change the texture dynamically based on skin color
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local amputation_clothing = player:getInventory():AddItem("TOC.Amputation_Left_Hand")
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player:setWornItem(amputation_clothing:getBodyLocation(), amputation_clothing)
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mod_data.TOC.Left_Hand.is_cut = true
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mod_data.TOC.Left_Hand.is_operated = true
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mod_data.TOC.Left_Hand.is_amputation_shown = true
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mod_data.TOC.Left_Hand.is_cicatrized = true
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elseif player:HasTrait("Amputee_LowerArm") then
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local amputation_clothing = player:getInventory():AddItem("TOC.Amputation_Left_LowerArm")
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player:setWornItem(amputation_clothing:getBodyLocation(), amputation_clothing)
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mod_data.TOC.Left_LowerArm.is_cut = true
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mod_data.TOC.Left_LowerArm.is_operated = true
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mod_data.TOC.Left_LowerArm.is_amputation_shown = true
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mod_data.TOC.Left_LowerArm.is_cicatrized = true
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elseif player:HasTrait("Amputee_UpperArm") then
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local amputation_clothing = player:getInventory():AddItem("TOC.Amputation_Left_UpperArm")
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player:setWornItem(amputation_clothing:getBodyLocation(), amputation_clothing)
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mod_data.TOC.Left_UpperArm.is_cut = true
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mod_data.TOC.Left_UpperArm.is_operated = true
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mod_data.TOC.Left_UpperArm.is_amputation_shown = true
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mod_data.TOC.Left_UpperArm.is_cicatrized = true
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end
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end
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-- Setup traits
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if player:HasTrait("Amputee_Hand") then
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local amputation_clothing = player:getInventory():AddItem("TOC.Amputation_Left_Hand")
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player:setWornItem(amputation_clothing:getBodyLocation(), amputation_clothing)
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mod_data.TOC.Left_Hand.is_cut = true
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mod_data.TOC.Left_Hand.is_operated = true
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mod_data.TOC.Left_Hand.is_amputation_shown = true
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mod_data.TOC.Left_Hand.is_cicatrized = true
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elseif player:HasTrait("Amputee_LowerArm") then
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local amputation_clothing = player:getInventory():AddItem("TOC.Amputation_Left_LowerArm")
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player:setWornItem(amputation_clothing:getBodyLocation(), amputation_clothing)
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mod_data.TOC.Left_LowerArm.is_cut = true
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mod_data.TOC.Left_LowerArm.is_operated = true
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mod_data.TOC.Left_LowerArm.is_amputation_shown = true
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mod_data.TOC.Left_LowerArm.is_cicatrized = true
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elseif player:HasTrait("Amputee_UpperArm") then
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local amputation_clothing = player:getInventory():AddItem("TOC.Amputation_Left_UpperArm")
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player:setWornItem(amputation_clothing:getBodyLocation(), amputation_clothing)
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mod_data.TOC.Left_UpperArm.is_cut = true
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mod_data.TOC.Left_UpperArm.is_operated = true
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mod_data.TOC.Left_UpperArm.is_amputation_shown = true
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mod_data.TOC.Left_UpperArm.is_cicatrized = true
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end
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end
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