Moved function from update to a normal function
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@@ -22,8 +22,55 @@ function CheckIfStillInfected(part_data)
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end
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function TocCureInfection(body_damage, part_data, part_name)
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local body_part_type = body_damage:getBodyPart(TocGetBodyPartTypeFromPartName(part_name))
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-- Check if we can heal the infection
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local is_other_bodypart_infected = getPlayer():getModData().TOC.Limbs.is_other_bodypart_infected
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if not is_other_bodypart_infected and not TheOnlyCure.CheckIfOtherLimbsAreInfected(part_data, part_name) then
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body_damage:setInfected(false)
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body_part_type:SetInfected(false)
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body_damage:setInfectionMortalityDuration(-1)
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body_damage:setInfectionTime(-1)
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body_damage:setInfectionLevel(0)
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local body_part_types = body_damage:getBodyParts()
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-- TODO I think this is enough... we should just cycle if with everything instead of that crap up there
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for i=body_part_types:size()-1, 0, -1 do
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local bodyPart = body_part_types:get(i);
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bodyPart:SetInfected(false);
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end
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end
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if body_part_type:scratched() then body_part_type:setScratched(false, false) end
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if body_part_type:haveGlass() then body_part_type:setHaveGlass(false) end
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if body_part_type:haveBullet() then body_part_type:setHaveBullet(false, 0) end
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if body_part_type:isInfectedWound() then body_part_type:setInfectedWound(false) end
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if body_part_type:isBurnt() then body_part_type:setBurnTime(0) end
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if body_part_type:isCut() then body_part_type:setCut(false, false) end --Lacerations
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if body_part_type:getFractureTime()>0 then body_part_type:setFractureTime(0) end
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end
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-- TODO this triggers an error
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function CureInfection(body_damage)
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body_damage:setInfected(false)
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body_damage:setInfectionMortalityDuration(-1)
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body_damage:setInfectionTime(-1)
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