Equip saw before cutting
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@@ -331,4 +331,19 @@ end
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Events.OnPuttingTourniquet.Add(LocalPlayerController.HandleTourniquet)
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Events.OnPuttingTourniquet.Add(LocalPlayerController.HandleTourniquet)
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--* Object drop handling when amputation occurs
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function LocalPlayerController.DropItemsAfterAmputation(limbName)
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-- TODO Check for watches and stuff like that
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end
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Events.OnAmputatedLimb.Add(LocalPlayerController.DropItemsAfterAmputation)
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return LocalPlayerController
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return LocalPlayerController
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@@ -182,7 +182,7 @@ function AmputationHandler:execute(damagePlayer)
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self:damageAfterAmputation(surgeonFactor)
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self:damageAfterAmputation(surgeonFactor)
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-- Trigger this event
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-- Trigger this event
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triggerEvent("OnAmputatedLimb")
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triggerEvent("OnAmputatedLimb", self.limbName)
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end
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end
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---Deletes the instance
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---Deletes the instance
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@@ -69,6 +69,16 @@ end
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---@param stitchesItem InventoryItem?
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---@param stitchesItem InventoryItem?
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---@param bandageItem InventoryItem?
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---@param bandageItem InventoryItem?
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local function PerformAction(surgeon, patient, limbName, sawItem, stitchesItem, bandageItem)
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local function PerformAction(surgeon, patient, limbName, sawItem, stitchesItem, bandageItem)
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-- get saw in hand
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-- todo primary or secondary depending on amputation status of surgeon
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ISTimedActionQueue.add(ISEquipWeaponAction:new(surgeon, sawItem, 50, true, false))
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local lHandItem = surgeon:getSecondaryHandItem()
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if lHandItem then
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ISTimedActionQueue.add(ISUnequipAction:new(surgeon, lHandItem, 50))
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end
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ISTimedActionQueue.add(CutLimbAction:new(surgeon, patient, limbName, sawItem, stitchesItem, bandageItem))
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ISTimedActionQueue.add(CutLimbAction:new(surgeon, patient, limbName, sawItem, stitchesItem, bandageItem))
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end
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end
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