redoing mp stuff
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@@ -26,7 +26,6 @@ function TheOnlyCure.CheckIfPlayerIsInfected(player, toc_data)
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if body_damage:getBodyPart(v):bitten() and part_data ~= nil then
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if part_data.is_cut == false then
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part_data.is_infected = true
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player:transmitModData()
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end
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end
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@@ -35,7 +34,6 @@ function TheOnlyCure.CheckIfPlayerIsInfected(player, toc_data)
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for _, v in ipairs(GetOtherBodyPartTypes()) do
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if body_damage:getBodyPart(v):bitten() then
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toc_data.Limbs.is_other_bodypart_infected = true -- Even one is enough, stop cycling if we find it
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player:transmitModData()
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break
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end
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end
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@@ -55,7 +53,6 @@ function TheOnlyCure.UpdatePlayerHealth(player, part_data)
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end
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end
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player:transmitModData()
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end
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@@ -159,6 +156,16 @@ function TheOnlyCure.UpdateEveryOneMinute()
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TheOnlyCure.UpdatePlayerHealth(player, toc_data.Limbs)
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end
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if toc_data ~= nil then
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sendClientCommand(player, 'TOC', 'ChangePlayerState', { toc_data.Limbs } )
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end
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end
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function TheOnlyCure.UpdateEveryTenMinutes()
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@@ -183,12 +190,9 @@ function TheOnlyCure.UpdateEveryTenMinutes()
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for _, part_name in pairs(GetBodyParts()) do
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if part_data[part_name].is_cut and not part_data[part_name].is_cicatrized then
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part_data[part_name].cicatrization_time = part_data[part_name].cicatrization_time - 1 -- TODO Make it more "dynamic"
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end
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end
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player:transmitModData()
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end
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Events.EveryTenMinutes.Add(TheOnlyCure.UpdateEveryTenMinutes)
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