Merge branch 'dev-42.13' of https://github.com/ZioPao/The-Only-Cure into dev-42.13-merge

This commit is contained in:
ZioPao
2026-01-08 01:39:40 +01:00
249 changed files with 241 additions and 220 deletions

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--Based on RabenRabo's bodylocation solution from their mod "Fantasy Bodyparts" and "Fantasy Legs" sub-mod.
--Modified by GanydeBielovzki with permission for batch use for the Frockin' Splendor franchise and spin-offs.
--To copy, further modify or otherwise use this code the original creator and the modifier must be credited.
local function copyBodyLocationProperties(oldGroup, oldLocID, newGroup)
for k = 0, oldGroup:size()-1 do
local otherLocID = oldGroup:getLocationByIndex(k):getId()
if oldGroup:isExclusive(oldLocID, otherLocID)
then
newGroup:setExclusive(oldLocID, otherLocID)
end
if oldGroup:isHideModel(oldLocID, otherLocID)
then
newGroup:setHideModel(oldLocID, otherLocID)
end
if oldGroup:isAltModel(oldLocID, otherLocID)
then
newGroup:setAltModel(oldLocID, otherLocID)
end
end
end
local function addBodyLocationsAt(groupName, locationList)
local results = {}
-- get list (!!actually a view!!) of all groups and copy to array (BodyLocations.reset() will also clear the view)
local allGroupsList = BodyLocations.getAllGroups()
local allGroups = {}
for i = 0, allGroupsList:size()-1 do
allGroups[i + 1] = allGroupsList:get(i)
end
BodyLocations.reset()
-- recreate all groups/bodylocations and insert new bodylocations
for i = 1, #allGroups do
local oldGroup = allGroups[i]
local newGroup = BodyLocations.getGroup(oldGroup:getId())
-- FIRST: Process all original locations AND insert new ones at correct positions
for j = 0, oldGroup:size()-1 do
local oldLoc = oldGroup:getLocationByIndex(j)
local oldLocID = oldLoc:getId()
-- For each location definition, check if it should be inserted here
for _, locDef in ipairs(locationList) do
if oldGroup:getId() == groupName then
local newLocID = type(locDef.name) ~= "string" and locDef.name or
ItemBodyLocation.get(ResourceLocation.of(locDef.name))
local refLocID = type(locDef.reference) ~= "string" and locDef.reference or
ResourceLocation.of(locDef.reference)
local isTargetGroupAndLoc = refLocID == oldLocID
if isTargetGroupAndLoc and locDef.before then
results[locDef.name] = newGroup:getOrCreateLocation(newLocID)
end
end
end
-- Add the original location
newGroup:getOrCreateLocation(oldLocID)
-- Check for "after" insertions
for _, locDef in ipairs(locationList) do
if oldGroup:getId() == groupName then
local newLocID = type(locDef.name) ~= "string" and locDef.name or
ItemBodyLocation.get(ResourceLocation.of(locDef.name))
local refLocID = type(locDef.reference) ~= "string" and locDef.reference or
ResourceLocation.of(locDef.reference)
local isTargetGroupAndLoc = refLocID == oldLocID
if isTargetGroupAndLoc and not locDef.before then
results[locDef.name] = newGroup:getOrCreateLocation(newLocID)
end
end
end
end
-- SECOND: copy bodylocation properties from old groups to new groups
for j = 0, oldGroup:size()-1 do
local oldLocID = oldGroup:getLocationByIndex(j):getId()
newGroup:setMultiItem(oldLocID, oldGroup:isMultiItem(oldLocID))
copyBodyLocationProperties(oldGroup, oldLocID, newGroup)
end
end
return results
end
local results = addBodyLocationsAt("Human", {
{name = "toc:Arm_L", reference = ItemBodyLocation.FULL_TOP, before = false},
{name = "toc:Arm_R", reference = ItemBodyLocation.FULL_TOP, before = false},
{name = "toc:ArmProst_L", reference = ItemBodyLocation.FULL_TOP, before = false},
{name = "toc:ArmProst_R", reference = ItemBodyLocation.FULL_TOP, before = false},
{name = "toc:ArmAccessory_L", reference = ItemBodyLocation.FULL_TOP, before = false},
{name = "toc:ArmAccessory_R", reference = ItemBodyLocation.FULL_TOP, before = false},
})
results['toc:Arm_L']:setMultiItem(true)
results['toc:Arm_R']:setMultiItem(true)
results['toc:ArmProst_L']:setMultiItem(true)
results['toc:ArmProst_R']:setMultiItem(true)
results['toc:ArmAccessory_L']:setMultiItem(true)
results['toc:ArmAccessory_R']:setMultiItem(true)

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local StaticData = require("TOC/StaticData")
------------------------
local CommandsData = {}
CommandsData.modules = {
TOC_DEBUG = "TOC_DEBUG",
TOC_RELAY = "TOC_RELAY"
}
CommandsData.client = {
Relay = {
ReceiveDamageDuringAmputation = "ReceiveDamageDuringAmputation", ---@alias receiveDamageDuringAmputationParams { limbName : string}
ReceiveExecuteAmputationAction = "ReceiveExecuteAmputationAction", ---@alias receiveExecuteAmputationActionParams {surgeonNum : number, limbName : string, damagePlayer : boolean}
--* APPLY *--
ReceiveApplyFromServer = "ReceiveApplyFromServer",
--* ADMIN ONLY --*
ReceiveExecuteInitialization = "ReceiveExecuteInitialization",
ReceiveForcedCicatrization = "ReceiveForcedCicatrization" ---@alias receiveForcedCicatrizationParams {limbName : string}
}
}
CommandsData.server = {
Debug = {
PrintTocData = "PrintTocData", ---@alias printTocDataParams {username : string}
PrintAllTocData = "PrintAllTocData"
},
Relay = {
RelayDamageDuringAmputation = "RelayDamageDuringAmputation", ---@alias relayDamageDuringAmputationParams {patientNum : number, limbName : string}
RelayExecuteAmputationAction = "RelayExecuteAmputationAction", ---@alias relayExecuteAmputationActionParams {patientNum : number, limbName : string}
--* ADMIN ONLY *--
RelayExecuteInitialization = "RelayExecuteInitialization", ---@alias relayExecuteInitializationParams {patientNum : number}
RelayForcedAmputation = "RelayForcedAmputation" ---@alias relayForcedAmputationParams {patientNum : number, limbName : string}
}
}
---Get the correct key for that particular player to be used in the global mod data table
---@param username string
---@return string
function CommandsData.GetKey(username)
return StaticData.MOD_NAME .. "_" .. username
end
function CommandsData.GetUsername(key)
return string.sub(key, #StaticData.MOD_NAME + 2, #key) -- Not sure why +2... Something with kahlua, it should be +1
end
function CommandsData.GetZombieKey()
return StaticData.MOD_NAME .. "_ZOMBIES"
end
return CommandsData

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TOC_DEBUG = {}
TOC_DEBUG.disablePaneMod = false
TOC_DEBUG.enableHealthPanelDebug = false
function TOC_DEBUG.TogglePaneMod()
TOC_DEBUG.disablePaneMod = not TOC_DEBUG.disablePaneMod
end
function TOC_DEBUG.ToggleHealthPanelDebug()
TOC_DEBUG.enableHealthPanelDebug = not TOC_DEBUG.enableHealthPanelDebug
end
---Print debug
---@param string string
function TOC_DEBUG.print(string)
if isDebugEnabled() then
local runningFile = TOC_DEBUG.getRunningFile()
print("[TOC]" .. "[" .. runningFile .. "] " .. tostring(string))
else
print(string)
end
end
---Horrendous but I don't really care about performance for this
---@return string
function TOC_DEBUG.getRunningFile()
local coroutine = getCurrentCoroutine()
local o = getCoroutineObjStack(coroutine, 0)
if o then
local s = KahluaUtil.rawTostring2(o)
local match = string.match(s, "file: (%w+)%.lua")
if match then return match end
end
return ""
end
function TOC_DEBUG.printTable(table, indent)
if not table then return end
indent = indent or ""
for key, value in pairs(table) do
if type(value) == "table" then
print(indent .. key .. " (table):")
TOC_DEBUG.printTable(value, indent .. " ")
else
print(indent .. key .. ":", value)
end
end
end
---------------------------------
--* Random debug commands *--
function TOC_DEBUG.TestBodyDamage(id)
local StaticData = require("TOC/StaticData")
local pl = getPlayerByOnlineID(id)
local bd = pl:getBodyDamage()
TOC_DEBUG.print(tostring(bd))
if bd then
TOC_DEBUG.print("bd for " .. pl:getUsername() .. " exists")
local bptEnum = StaticData.LIMBS_TO_BODYLOCS_IND_BPT["Hand_L"]
local bodyPart = bd:getBodyPart(bptEnum)
bodyPart:setBleeding(true)
bodyPart:setCut(true)
TOC_DEBUG.print(tostring(bodyPart))
end
end
function TOC_DEBUG.TestBloodDrop()
local pl = getPlayer()
--IsoZombieGiblets.GibletType.A
--local giblets = IsoZombieGiblets.new(getCell())
local sq = pl:getSquare()
local t = IsoZombieGiblets.class.GibletType
print(t)
--IsoBall.new(getCell(), pl:getX(), pl:)
addBloodSplat(sq, 100)
--pl:getChunk():addBloodSplat(pl:getX(), pl:getY(), pl:getZ(), 100)
--IsoZombieGiblets.new(x, getCell(), pl:getX(), pl:getY(), pl:getZ(), 100, 1)
end
---------------------------------
--* Debug server commands *--
local CommandsData = require("TOC/CommandsData")
function TOC_DEBUG.printPlayerServerModData(username)
sendClientCommand(CommandsData.modules.TOC_DEBUG, CommandsData.server.Debug.PrintTocData, {username = username})
end
function TOC_DEBUG.printAllServerModData()
sendClientCommand(CommandsData.modules.TOC_DEBUG, CommandsData.server.Debug.PrintAllTocData, {})
end
function TOC_DEBUG.testRelayDamage()
---@type relayDamageDuringAmputationParams
local params = {limbName = "Hand_R", patientNum = getPlayer():getOnlineID()}
sendClientCommand(CommandsData.modules.TOC_RELAY, CommandsData.server.Relay.RelayDamageDuringAmputation, params)
end

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-- instead of relying on local to save og methods, we save them in a table here that we can use later.
---@class OverridenMethodsArchive
local OverridenMethodsArchive = {}
OverridenMethodsArchive.methods = {}
-- Save an original method, if it wasn't already saved and returns it to be used in common
function OverridenMethodsArchive.Save(methodName, method)
if not OverridenMethodsArchive.methods[methodName] then
OverridenMethodsArchive.methods[methodName] = method
TOC_DEBUG.print("Saved method " .. methodName)
end
return method
end
-- Get the original method
function OverridenMethodsArchive.Get(methodName)
--TOC_DEBUG.print("Getting og method " .. methodName)
--TOC_DEBUG.print("OverridenMethodsArchive.list[methodName] = " .. tostring(OverridenMethodsArchive.methods[methodName]))
--TOC_DEBUG.print(methodName)
--TOC_DEBUG.print(OverridenMethodsArchive.methods[methodName])
return OverridenMethodsArchive.methods[methodName]
end
return OverridenMethodsArchive

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return _TOCRegistries

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---@alias partDataType { isCut : boolean?, isInfected : boolean?, isOperated : boolean?, isCicatrized : boolean?, isCauterized : boolean?, isVisible : boolean?, woundDirtyness : number, cicatrizationTime : number }
---@alias limbsTable {Hand_L : partDataType, ForeArm_L : partDataType, UpperArm_L : partDataType, Hand_R : partDataType, ForeArm_R : partDataType, UpperArm_R : partDataType }
---@alias prosthesisData {isProstEquipped : boolean, prostFactor : number }
---@alias prosthesesTable {Top_L : prosthesisData, Top_R : prosthesisData } -- TODO add Bottom_L and Bottom_R
---@alias tocModDataType { limbs : limbsTable, prostheses : prosthesesTable, isIgnoredPartInfected : boolean, isAnyLimbCut : boolean}
---------------------------
-- _STR = Only strings, no index
-- _IND_STR = indexed Strings
-- _IND_BPT = Indexed BodyPartType
-- PART = Single part, could be hand, forearm, etc
-- LIMB = Part + side
-- BODYLOCS = Body Locations
local StaticData = {}
---Mod name, used to setup Global Mod Data and various stuff
StaticData.MOD_NAME = "TOC"
-- Game version, used to correct some stuff instead of relying on versioned folders
StaticData.COMPAT_42 = luautils.stringStarts(getGameVersion(), "42")
-------------------------
--* Base
-- TODO Add references inside tables instead of making multiple tables
StaticData.SIDES_IND_STR = {
R = "R",
L = "L"
}
StaticData.SIDES_STR = {
"R", "L"
}
StaticData.PARTS_IND_STR = {
Hand = "Hand",
ForeArm = "ForeArm",
UpperArm = "UpperArm"
}
StaticData.PARTS_STR = {
"Hand",
"ForeArm",
"UpperArm"
}
-- No "MAX" here.
StaticData.IGNORED_BODYLOCS_BPT = {
BodyPartType.Foot_L, BodyPartType.Foot_R, BodyPartType.Groin, BodyPartType.Head,
BodyPartType.LowerLeg_L, BodyPartType.LowerLeg_R, BodyPartType.Neck, BodyPartType.Torso_Lower,
BodyPartType.Torso_Upper, BodyPartType.UpperLeg_L, BodyPartType.UpperLeg_R
}
-- Assembled BodyParts string
StaticData.LIMBS_STR = {}
StaticData.LIMBS_IND_STR = {}
StaticData.LIMBS_DEPENDENCIES_IND_STR = {}
StaticData.LIMBS_ADJACENT_IND_STR = {}
StaticData.LIMBS_CICATRIZATION_TIME_IND_NUM = {}
StaticData.LIMBS_BASE_DAMAGE_IND_NUM = {}
StaticData.LIMBS_TIME_MULTIPLIER_IND_NUM = {}
StaticData.LIMBS_TO_BODYLOCS_IND_BPT = {} -- {limbName = bodyLoc}
StaticData.BODYLOCS_TO_LIMBS_IND_STR = {} -- {bodyLoc = limbName}
-- FIXME You weren't considering surgeonFactor, which decreases that base time. Fuck mod 60
-- CicatrizationBaseTime should be mod 60 since we're using EveryHours to update the cicatrizationTime
---@param assembledName string
---@param side string
local function AssembleHandData(assembledName, side)
StaticData.LIMBS_BASE_DAMAGE_IND_NUM[assembledName] = 60
StaticData.LIMBS_CICATRIZATION_TIME_IND_NUM[assembledName] = 120
StaticData.LIMBS_TIME_MULTIPLIER_IND_NUM[assembledName] = 2
StaticData.LIMBS_DEPENDENCIES_IND_STR[assembledName] = {}
StaticData.LIMBS_ADJACENT_IND_STR[assembledName] = StaticData.PARTS_IND_STR.ForeArm .. "_" .. side
end
---@param assembledName string
---@param side string
local function AssembleForearmData(assembledName, side)
StaticData.LIMBS_BASE_DAMAGE_IND_NUM[assembledName] = 80
StaticData.LIMBS_CICATRIZATION_TIME_IND_NUM[assembledName] = 144
StaticData.LIMBS_TIME_MULTIPLIER_IND_NUM[assembledName] = 3
StaticData.LIMBS_DEPENDENCIES_IND_STR[assembledName] = { StaticData.PARTS_IND_STR.Hand .. "_" .. side }
StaticData.LIMBS_ADJACENT_IND_STR[assembledName] = StaticData.PARTS_IND_STR.UpperArm .. "_" .. side
end
---@param assembledName string
---@param side string
local function AssembleUpperarmData(assembledName, side)
StaticData.LIMBS_BASE_DAMAGE_IND_NUM[assembledName] = 100
StaticData.LIMBS_CICATRIZATION_TIME_IND_NUM[assembledName] = 192
StaticData.LIMBS_TIME_MULTIPLIER_IND_NUM[assembledName] = 4
StaticData.LIMBS_DEPENDENCIES_IND_STR[assembledName] = { StaticData.PARTS_IND_STR.Hand .. "_" .. side,
StaticData.PARTS_IND_STR.ForeArm .. "_" .. side }
StaticData.LIMBS_ADJACENT_IND_STR[assembledName] = "Torso_Upper"
end
for side, _ in pairs(StaticData.SIDES_IND_STR) do
for part, _ in pairs(StaticData.PARTS_IND_STR) do
local assembledName = part .. "_" .. side
-- Assembled strings
table.insert(StaticData.LIMBS_STR, assembledName) -- We need a table like this to cycle through it easily
StaticData.LIMBS_IND_STR[assembledName] = assembledName
-- BodyParts stuff
---@type BodyPartType
local bptType = BodyPartType[assembledName]
local bptString = BodyPartType.ToString(bptType)
StaticData.LIMBS_TO_BODYLOCS_IND_BPT[assembledName] = bptType
StaticData.BODYLOCS_TO_LIMBS_IND_STR[bptString] = assembledName
-- Dependencies and cicatrization time
if part == StaticData.PARTS_IND_STR.Hand then
AssembleHandData(assembledName, side)
elseif part == StaticData.PARTS_IND_STR.ForeArm then
AssembleForearmData(assembledName, side)
elseif part == StaticData.PARTS_IND_STR.UpperArm then
AssembleUpperarmData(assembledName, side)
end
end
end
-----------------
--* Amputation Groups
StaticData.AMP_GROUPS_BASE_IND_STR = {
Top = "Top",
Bottom = "Bottom"
}
-- FIX This should be aligned with the body locs, no reason anymore to keep it separated
StaticData.AMP_GROUPS_IND_STR = {}
StaticData.AMP_GROUPS_STR = {}
for side, _ in pairs(StaticData.SIDES_IND_STR) do
for group, _ in pairs(StaticData.AMP_GROUPS_BASE_IND_STR) do
local sidedGroup = group .. "_" .. side
StaticData.AMP_GROUPS_IND_STR[sidedGroup] = sidedGroup
table.insert(StaticData.AMP_GROUPS_STR, sidedGroup)
end
end
-- TODO We can do this in one pass if we do it before
StaticData.AMP_GROUP_TO_LIMBS_MATCH_IND_STR = {} -- This is probably unnecessary
StaticData.LIMBS_TO_AMP_GROUPS_MATCH_IND_STR = {}
for side, _ in pairs(StaticData.SIDES_IND_STR) do
for part, _ in pairs(StaticData.PARTS_IND_STR) do
local limbName = part .. "_" .. side
local group
if part == StaticData.PARTS_IND_STR.Hand or part == StaticData.PARTS_IND_STR.ForeArm or part == StaticData.PARTS_IND_STR.UpperArm then
group = StaticData.AMP_GROUPS_BASE_IND_STR.Top
else
group = StaticData.AMP_GROUPS_BASE_IND_STR.Bottom
end
local sidedGroup = group .. "_" .. side
if StaticData.AMP_GROUP_TO_LIMBS_MATCH_IND_STR[sidedGroup] == nil then
StaticData.AMP_GROUP_TO_LIMBS_MATCH_IND_STR[sidedGroup] = {}
end
table.insert(StaticData.AMP_GROUP_TO_LIMBS_MATCH_IND_STR[sidedGroup], limbName)
StaticData.LIMBS_TO_AMP_GROUPS_MATCH_IND_STR[limbName] = sidedGroup
end
end
StaticData.TOURNIQUET_BODYLOCS_TO_GROUPS_IND_STR = {
[ItemBodyLocation.HANDS_LEFT] = StaticData.AMP_GROUPS_IND_STR.Top_L,
[ItemBodyLocation.HANDS_RIGHT] = StaticData.AMP_GROUPS_IND_STR.Top_R
}
StaticData.AFFECTED_BODYLOCS_TO_LIMBS_IND_STR = {}
local handsBodyLocs = {"Hands%s", "%s_MiddleFinger", "%s_RingFinger"}
local foreArmBodyLocs = {"%sWrist"}
for side, _ in pairs(StaticData.SIDES_IND_STR) do
for part, _ in pairs(StaticData.PARTS_IND_STR) do
local limbName = part .. "_" .. side
local sideFull
if side == 'R' then sideFull = "Right" else sideFull = "Left" end
if part == "Hand" then
for i=1, #handsBodyLocs do
local bl = string.format(handsBodyLocs[i], sideFull)
StaticData.AFFECTED_BODYLOCS_TO_LIMBS_IND_STR[bl] = limbName
end
elseif part == "ForeArm" then
-- -- UGLY very ugly
-- for i=1, #handsBodyLocs do
-- local bl = string.format(handsBodyLocs[i], sideFull)
-- StaticData.AFFECTED_BODYLOCS_TO_LIMBS_IND_STR[bl] = limbName
-- end
for i=1, #foreArmBodyLocs do
local bl = string.format(foreArmBodyLocs[i], sideFull)
StaticData.AFFECTED_BODYLOCS_TO_LIMBS_IND_STR[bl] = limbName
end
end
end
end
-----------------
--* Traits
-- Link a trait to a specific body part
StaticData.TRAITS_BP = {
Amputee_Hand = "Hand_L",
Amputee_ForeArm = "ForeArm_L",
Amputee_UpperArm = "UpperArm_L",
}
-----------------
--* Visuals and clothing
--- Textures
StaticData.HEALTH_PANEL_TEXTURES = {
Female = {
Hand_L = getTexture("media/ui/Female/Hand_L.png"),
ForeArm_L = getTexture("media/ui/Female/ForeArm_L.png"),
UpperArm_L = getTexture("media/ui/Female/UpperArm_L.png"),
Hand_R = getTexture("media/ui/Female/Hand_R.png"),
ForeArm_R = getTexture("media/ui/Female/ForeArm_R.png"),
UpperArm_R = getTexture("media/ui/Female/UpperArm_R.png")
},
Male = {
Hand_L = getTexture("media/ui/Male/Hand_L.png"),
ForeArm_L = getTexture("media/ui/Male/ForeArm_L.png"),
UpperArm_L = getTexture("media/ui/Male/UpperArm_L.png"),
Hand_R = getTexture("media/ui/Male/Hand_R.png"),
ForeArm_R = getTexture("media/ui/Male/ForeArm_R.png"),
UpperArm_R = getTexture("media/ui/Male/UpperArm_R.png")
},
ProstArm = {
L = getTexture("media/ui/ProstArm_L.png"),
R = getTexture("media/ui/ProstArm_R.png")
}
}
StaticData.AMPUTATION_CLOTHING_ITEM_BASE = "TOC.Amputation_"
------------------
--* Items check
local sawObj
local gardenSawObj
if StaticData.COMPAT_42 then
sawObj = instanceItem("Base.Saw")
gardenSawObj = instanceItem("Base.GardenSaw")
else
sawObj = InventoryItemFactory.CreateItem("Base.Saw")
gardenSawObj = InventoryItemFactory.CreateItem("Base.GardenSaw")
end
StaticData.SAWS_NAMES_IND_STR = {
saw = sawObj:getName(),
gardenSaw = gardenSawObj:getName()
}
StaticData.SAWS_TYPES_IND_STR = {
saw = sawObj:getType(),
gardenSaw = gardenSawObj:getType()
}
return StaticData

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ContextMenu_DE = {
ContextMenu_Amputate = "Amputieren",
ContextMenu_Amputate_Bandage = "Amputieren und bandagieren",
ContextMenu_Amputate_Stitch = "Amputieren und nähen",
ContextMenu_Amputate_Stitch_Bandage = "Amputieren, nähen und bandagieren",
ContextMenu_Cauterize = "Kauterisieren",
ContextMenu_Limb_Hand_L = "Linke Hand",
ContextMenu_Limb_ForeArm_L = "Linker Unterarm",
ContextMenu_Limb_UpperArm_L = "Linker Oberarm"
ContextMenu_Limb_Hand_R = "Rechte Hand",
ContextMenu_Limb_ForeArm_R = "Rechter Unterarm",
ContextMenu_Limb_UpperArm_R = "Rechter Oberarm",
ContextMenu_InstallProstRight = "Instaliere Prothese am rechten Arm",
ContextMenu_InstallProstLeft = "Instaliere Prothese am linken Arm",
ContextMenu_PutTourniquetArmLeft = "Lege das Tourniquet am linken Arm an",
ContextMenu_PutTourniquetLegL = "Lege das Tourniquet am linken Bein an",
ContextMenu_PutTourniquetArmRight = "Lege das Tourniquet am rechten Arm an",
ContextMenu_PutTourniquetLegR = "Lege das Tourniquet am rechten Bein an",
ContextMenu_CleanWound = "Saubere Wunde",
}

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IG_UI_DE = {
IGUI_Yes = "Ja",
IGUI_No = "Nein",
IGUI_perks_Amputations = "Amputationen",
IGUI_perks_Side_R = "Rechte Seite",
IGUI_perks_Side_L = "Linke Seite",
IGUI_perks_Prosthesis = "Prothese",
IGUI_perks_ProstFamiliarity= "Vertrautheit",
IGUI_ItemCat_Prosthesis = "Prothese",
IGUI_ItemCat_Surgery = "Operation",
IGUI_ItemCat_Amputation = "Amputation"
IGUI_HealthPanel_Cicatrization = "Vernarbung",
IGUI_HealthPanel_Cicatrized = "Vernarbt",
IGUI_HealthPanel_Cauterized = "Kauterisiert",
IGUI_HealthPanel_WoundDirtyness = "Wundverschmutzung",
IGUI_HealthPanel_ProstEquipped = "Prothese angelegt",
}

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ItemName_DE = {
ItemName_TOC.Surg_Arm_Tourniquet_L = "Tourniquet",
ItemName_TOC.Surg_Arm_Tourniquet_R = "Tourniquet",
ItemName_TOC.Prost_NormalArm_L = "Armprothese Links",
ItemName_TOC.Prost_NormalArm_R = "Armprothese Rechts",
ItemName_TOC.Prost_HookArm_L = "Linke Armprothese - Haken",
ItemName_TOC.Prost_HookArm_R = "Rechte Armprothese - Haken",
}

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Recipes_DE = {
Recipe_Craft_Prosthetic_Arm = "Baue Armprothese",
Recipe_Craft_Prosthetic_Hook = "Baue Hakenprothese",
}

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Sandbox_EN = {
Sandbox_TOC = "The Only Cure - Die einzige Heilung",
Sandbox_TOC_CicatrizationSpeed = "Vernarbungs Geschwindigkeit",
Sandbox_TOC_WoundDirtynessMultiplier = "Wundenverschmutzung Multiplikator",
Sandbox_TOC_SurgeonAbilityImportance = "Relevanz der Fähigkeiten des Chirurgen",
}

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Tooltip_DE = {
Tooltip_Surgery_CantCauterize = "Du kannst die Wunde nicht kauterisieren",
Tooltip_Surgery_And = " und "
Tooltip_Surgery_TempTooLow = "Die Temperatur ist immer noch zu niedrig",
Tooltip_Surgery_Coward = "Du hast nicht den Mut dazu",
Tooltip_Surgery_LimbNotFree = "Zuerst musst du die Prothese abnehmen",
}

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UI_DE = {
UI_trait_Amputee_Hand = "Amputierte linke Hand",
UI_trait_Amputee_Hand_desc = "",
UI_trait_Amputee_ForeArm = "Amputierter linker Unterarm",
UI_trait_Amputee_ForeArm_desc = "",
UI_trait_Amputee_UpperArm = "Amputierter linker Oberarm",
UI_trait_Amputee_UpperArm_desc = "",
UI_trait_Insensitive = "Unempfindlich",
UI_trait_Insensitive_desc = "",
UI_Say_CantEquip = "Ich kann das so nicht ausrüsten..."
}

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ContextMenu_EN = {
ContextMenu_Amputate = "Amputate",
ContextMenu_Amputate_Bandage = "Amputate and bandage",
ContextMenu_Amputate_Stitch = "Amputate and stitches",
ContextMenu_Amputate_Stitch_Bandage = "Amputate, stitches and bandage",
ContextMenu_Cauterize = "Cauterize",
ContextMenu_Limb_Hand_L = "Left Hand",
ContextMenu_Limb_ForeArm_L = "Left Forearm",
ContextMenu_Limb_UpperArm_L = "Left UpperArm"
ContextMenu_Limb_Hand_R = "Right Hand",
ContextMenu_Limb_ForeArm_R = "Right Forearm",
ContextMenu_Limb_UpperArm_R = "Right UpperArm",
ContextMenu_InstallProstRight = "Install prosthesis on right arm",
ContextMenu_InstallProstLeft = "Install prosthesis on left arm",
ContextMenu_PutTourniquetArmLeft = "Put tourniquet on left arm",
ContextMenu_PutTourniquetLegL = "Put tourniquet on left leg",
ContextMenu_PutTourniquetArmRight = "Put tourniquet on right arm",
ContextMenu_PutTourniquetLegR = "Put tourniquet on right leg",
ContextMenu_CleanWound = "Clean Wound",
ContextMenu_Admin_TOC = "TOC",
ContextMenu_Admin_ResetTOC = "Reset Amputations",
ContextMenu_Admin_ForceAmputation = "Force Amputation",
}

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IG_UI_EN = {
IGUI_Yes = "Yes",
IGUI_No = "No",
IGUI_perks_Amputations = "Amputations",
IGUI_perks_Side_R = "Right Side",
IGUI_perks_Right Side_Description = "Familiarity with amputations on the right side of your body",
IGUI_perks_Side_L = "Left Side",
IGUI_perks_Left Side_Description = "Familiarity with amputations on the left side of your body",
IGUI_perks_Prosthesis = "Prosthesis Familiarity",
IGUI_perks_Prosthesis Familiarity_Description = "Familiarity with prosthetic limbs",
IGUI_ItemCat_Prosthesis = "Prosthesis",
IGUI_ItemCat_Surgery = "Surgery",
IGUI_ItemCat_Amputation = "Amputation"
IGUI_HealthPanel_Cicatrization = "Cicatrization",
IGUI_HealthPanel_Cicatrized = "Cicatrized",
IGUI_HealthPanel_Cauterized = "Cauterized",
IGUI_HealthPanel_WoundDirtyness = "Wound Dirtyness",
IGUI_HealthPanel_ProstEquipped = "Prosthesis Equipped",
IGUI_Confirmation_Amputate = " <CENTRE> Do you really want to amputate that limb?"
}

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ItemName_EN = {
ItemName_TOC.Surg_Arm_Tourniquet_L = "Tourniquet",
ItemName_TOC.Surg_Arm_Tourniquet_R = "Tourniquet",
ItemName_TOC.Prost_NormalArm_L = "Prosthetic Arm",
ItemName_TOC.Prost_NormalArm_R = "Prosthetic Arm",
ItemName_TOC.Prost_HookArm_L = "Prosthetic Arm - Hook",
ItemName_TOC.Prost_HookArm_R = "Prosthetic Arm - Hook",
}

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Recipes_EN = {
Recipe_Craft_Prosthetic_Arm = "Craft Prosthetic Arm",
Recipe_Craft_Prosthetic_Hook = "Craft Prosthetic Hook",
}

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Sandbox_EN = {
Sandbox_TOC = "The Only Cure",
Sandbox_TOC_CicatrizationSpeed = "Cicatrization Speed",
Sandbox_TOC_WoundDirtynessMultiplier = "Wound Dirtyness Multiplier",
Sandbox_TOC_SurgeonAbilityImportance = "Relevance of surgeon doctor ability",
Sandbox_TOC_EnableZombieAmputations = "Enable Zombie amputations",
Sandbox_TOC_ZombieAmputationDamageThreshold = "Zombie amputations damage treshold",
Sandbox_TOC_ZombieAmputationDamageChance = "Zombie amputations damage chance",
}

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Tooltip_EN = {
Tooltip_Surgery_CantCauterize = "You can't cauterize the wound",
Tooltip_Surgery_And = " and "
Tooltip_Surgery_TempTooLow = "The temperature is still too low",
Tooltip_Surgery_Coward = "You don't have the guts to do it",
Tooltip_Surgery_LimbNotFree = "You need to remove the prosthesis first",
}

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UI_EN = {
UI_trait_Amputee_Hand = "Amputated Left Hand",
UI_trait_Amputee_Hand_desc = "",
UI_trait_Amputee_ForeArm = "Amputated Left Forearm",
UI_trait_Amputee_ForeArm_desc = "",
UI_trait_Amputee_UpperArm = "Amputated Left Upper arm",
UI_trait_Amputee_UpperArm_desc = "",
UI_trait_Insensitive = "Insensitive",
UI_trait_Insensitive_desc = "",
UI_Say_CantEquip = "I can't equip it like this..."
}

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ContextMenu_FR = {
ContextMenu_Amputate = "Amputer",
ContextMenu_Amputate_Bandage = "Amputer et bander",
ContextMenu_Amputate_Stitch = "Amputer et suturer",
ContextMenu_Amputate_Stitch_Bandage = "Amputer, suturer et bander",
ContextMenu_Cauterize = "Cautériser",
ContextMenu_Limb_Hand_L = "Main gauche",
ContextMenu_Limb_ForeArm_L = "Avant-bras gauche",
ContextMenu_Limb_UpperArm_L = "Bras supérieur gauche",
ContextMenu_Limb_Hand_R = "Main droite",
ContextMenu_Limb_ForeArm_R = "Avant-bras droit",
ContextMenu_Limb_UpperArm_R = "Bras supérieur droit",
ContextMenu_InstallProstRight = "Installer une prothèse sur le bras droit",
ContextMenu_InstallProstLeft = "Installer une prothèse sur le bras gauche",
ContextMenu_PutTourniquetArmLeft = "Mettre un garrot sur le bras gauche",
ContextMenu_PutTourniquetLegL = "Mettre un garrot sur la jambe gauche",
ContextMenu_PutTourniquetArmRight = "Mettre un garrot sur le bras droit",
ContextMenu_PutTourniquetLegR = "Mettre un garrot sur la jambe droite",
ContextMenu_CleanWound = "Nettoyer la plaie",
ContextMenu_Admin_TOC = "TOC",
ContextMenu_Admin_ResetTOC = "Réinitialiser les amputations",
ContextMenu_Admin_ForceAmputation = "Forcer l'amputation",
}

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IG_UI_FR = {
IGUI_Yes = "Oui",
IGUI_No = "Non",
IGUI_perks_Amputations = "Amputations",
IGUI_perks_Side_R = "Côté droit",
IGUI_perks_Side_L = "Côté gauche",
IGUI_perks_Prosthesis = "Prothèse",
IGUI_perks_ProstFamiliarity = "Familiarité",
IGUI_ItemCat_Prosthesis = "Prothèse",
IGUI_ItemCat_Surgery = "Chirurgie",
IGUI_ItemCat_Amputation = "Amputation",
IGUI_HealthPanel_Cicatrization = "Cicatrisation",
IGUI_HealthPanel_Cicatrized = "Cicatrisé",
IGUI_HealthPanel_Cauterized = "Cautérisé",
IGUI_HealthPanel_WoundDirtyness = "Saleté de la plaie",
IGUI_HealthPanel_ProstEquipped = "Prothèse équipée",
}

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ItemName_FR = {
ItemName_TOC.Surg_Arm_Tourniquet_L = "Garrot",
ItemName_TOC.Surg_Arm_Tourniquet_R = "Garrot",
ItemName_TOC.Prost_NormalArm_L = "Bras prothétique",
ItemName_TOC.Prost_NormalArm_R = "Bras prothétique",
ItemName_TOC.Prost_HookArm_L = "Bras prothétique - Crochet",
ItemName_TOC.Prost_HookArm_R = "Bras prothétique - Crochet",
}

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Recipes_FR = {
Recipe_Craft_Prosthetic_Arm = "Fabriquer un bras prothétique",
Recipe_Craft_Prosthetic_Hook = "Fabriquer un crochet prothétique",
}

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Sandbox_FR = {
Sandbox_TOC = "Le Seul Remède",
Sandbox_TOC_CicatrizationSpeed = "Vitesse de cicatrisation",
Sandbox_TOC_WoundDirtynessMultiplier = "Multiplicateur de saleté de la plaie",
Sandbox_TOC_SurgeonAbilityImportance = "Importance de la compétence du chirurgien",
Sandbox_TOC_EnableZombieAmputations = "Activer les amputations de zombies",
Sandbox_TOC_ZombieAmputationDamageThreshold = "Seuil de dégâts pour amputations de zombies",
Sandbox_TOC_ZombieAmputationDamageChance = "Probabilité d'amputations de zombies",
}

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Tooltip_FR = {
Tooltip_Surgery_CantCauterize = "Vous ne pouvez pas cautériser la plaie",
Tooltip_Surgery_And = " et ",
Tooltip_Surgery_TempTooLow = "La température est encore trop basse",
Tooltip_Surgery_Coward = "Vous n'avez pas le courage de le faire",
Tooltip_Surgery_LimbNotFree = "Vous devez d'abord retirer la prothèse",
}

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UI_FR = {
UI_trait_Amputee_Hand = "Main gauche amputée",
UI_trait_Amputee_Hand_desc = "",
UI_trait_Amputee_ForeArm = "Avant-bras gauche amputé",
UI_trait_Amputee_ForeArm_desc = "",
UI_trait_Amputee_UpperArm = "Bras supérieur gauche amputé",
UI_trait_Amputee_UpperArm_desc = "",
UI_trait_Insensitive = "Insensible",
UI_trait_Insensitive_desc = "",
UI_Say_CantEquip = "Je ne peux pas l'équiper comme ça..."
}

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ContextMenu_IT = {
ContextMenu_Amputate = "Amputa",
ContextMenu_Amputate_Bandage = "Amputa e fascia",
ContextMenu_Amputate_Stitch = "Amputa e metti i punti",
ContextMenu_Amputate_Stitch_Bandage = "Amputate, metti i punti e fascia",
ContextMenu_Cauterize = "Cauterizza",
ContextMenu_Limb_Hand_L = "Mano Sinistra",
ContextMenu_Limb_ForeArm_L = "Avambraccio Sinistro",
ContextMenu_Limb_UpperArm_L = "Braccio Superiore Sinistro",
ContextMenu_Limb_Hand_R = "Mano Destra",
ContextMenu_Limb_ForeArm_R = "Avambraccio Destro",
ContextMenu_Limb_UpperArm_R = "Braccio Superiore Destro",
ContextMenu_InstallProstRight = "Installa protesi sul braccio destro",
ContextMenu_InstallProstLeft = "Installa protesi sul braccio sinistro",
ContextMenu_PutTourniquetArmLeft = "Metti laccio emostatico sul braccio sinistro",
ContextMenu_PutTourniquetLegL = "Metti laccio emostatico sulla gamba sinistra",
ContextMenu_PutTourniquetArmRight = "Metti laccio emostatico sul braccio destro",
ContextMenu_PutTourniquetLegR = "Metti laccio emostatico sulla gamba destra",
ContextMenu_CleanWound = "Pulisci ferita",
ContextMenu_Admin_TOC = "TOC",
ContextMenu_Admin_ResetTOC = "Reset Amputations",
ContextMenu_Admin_ForceAmputation = "Force Amputation",
}

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IG_UI_IT = {
IGUI_Yes = "Si",
IGUI_No = "No",
IGUI_perks_Amputations = "Amputazioni",
IGUI_perks_Side_R = "Parte destra",
IGUI_perks_Side_L = "Parte sinistra",
IGUI_perks_Prosthesis = "Protesi",
IGUI_perks_ProstFamiliarity= "Familiarità",
IGUI_ItemCat_Prosthesis = "Protesi",
IGUI_ItemCat_Surgery = "Operazioni mediche",
IGUI_ItemCat_Amputation = "Amputazione"
IGUI_HealthPanel_Cicatrization = "Cicatrizzazione",
IGUI_HealthPanel_Cicatrized = "Cicatrizzata",
IGUI_HealthPanel_Cauterized = "Cauterizzata",
IGUI_HealthPanel_WoundDirtyness = "Sporcizia della ferita",
IGUI_HealthPanel_ProstEquipped = "Protesi installata",
}

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ItemName_IT = {
ItemName_TOC.Surg_Arm_Tourniquet_L = "Laccio emostatico",
ItemName_TOC.Surg_Arm_Tourniquet_R = "Laccio emostatico",
ItemName_TOC.Prost_NormalArm_L = "Braccio Prostetico",
ItemName_TOC.Prost_NormalArm_R = "Braccio Prostetico",
ItemName_TOC.Prost_HookArm_L = "Braccio prostetico - Uncino",
ItemName_TOC.Prost_HookArm_R = "Braccio prostetico - Uncino",
}

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Recipes_IT = {
Recipe_Craft_Prosthetic_Arm = "Costruisci un braccio prostetico",
Recipe_Craft_Prosthetic_Hook = "Costruisci un braccio prostetico con uncino",
}

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Sandbox_IT = {
Sandbox_TOC = "The Only Cure",
Sandbox_TOC_CicatrizationSpeed = "Velocità cicatrizzazione",
Sandbox_TOC_WoundDirtynessMultiplier = "Moltiplicatore sporcizia ferita",
Sandbox_TOC_SurgeonAbilityImportance = "Importanza abilità medico",
}

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Tooltip_IT = {
Tooltip_Surgery_CantCauterize = "Non puoi cauterizzare la ferita",
Tooltip_Surgery_And = " e "
Tooltip_Surgery_TempTooLow = "La temperatura è troppo bassa",
Tooltip_Surgery_Coward = "Non sei abbastanza coraggioso",
Tooltip_Surgery_LimbNotFree = "Devi rimuovere la protesi",
}

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UI_IT = {
UI_trait_Amputee_Hand = "Mano Sinistra Amputata",
UI_trait_Amputee_Hand_desc = "",
UI_trait_Amputee_ForeArm = "Avambraccio Sinistro Amputato",
UI_trait_Amputee_ForeArm_desc = "",
UI_trait_Amputee_UpperArm = "Parte superiore del Braccio Sinistro Amputato",
UI_trait_Amputee_UpperArm_desc = "",
UI_trait_Insensitive = "Insensibile",
UI_trait_Insensitive_desc = "",
UI_Say_CantEquip = "Non posso equipaggiarlo..."
}

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ContextMenu_RU = {
ContextMenu_Amputate = "Ампутировать",
ContextMenu_Amputate_Bandage = "Ампутировать и перевязать",
ContextMenu_Amputate_Stitch = "Ампутировать и наложить швы",
ContextMenu_Amputate_Stitch_Bandage = "Ампутировать, наложить швы и перевязать",
ContextMenu_Cauterize = "Прижечь",
ContextMenu_Limb_Hand_L = "Левая рука",
ContextMenu_Limb_ForeArm_L = "Левая предплечье",
ContextMenu_Limb_UpperArm_L = "Левое плечо"
ContextMenu_Limb_Hand_R = "Правая рука",
ContextMenu_Limb_ForeArm_R = "Правая предплечье",
ContextMenu_Limb_UpperArm_R = "Правая плечо",
ContextMenu_InstallProstRight = "Установить протез на правую руку",
ContextMenu_InstallProstLeft = "Установить протез на левую руку",
ContextMenu_PutTourniquetArmLeft = "Наложить жгут на левую руку",
ContextMenu_PutTourniquetLegL = "Наложить жгут на левую ногу",
ContextMenu_PutTourniquetArmRight = "Наложить жгут на правую руку",
ContextMenu_PutTourniquetLegR = "Наложить жгут на правую ногу",
ContextMenu_CleanWound = "Очистить рану",
ContextMenu_Admin_TOC = "TOC",
ContextMenu_Admin_ResetTOC = "Сбросить ампутации",
ContextMenu_Admin_ForceAmputation = "Моментально ампутировать",
}

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IG_UI_RU = {
IGUI_perks_Amputations = "Ампутации",
IGUI_perks_Side_R = "Правая сторона",
IGUI_perks_Side_L = "Левая сторона",
IGUI_perks_Prosthesis = "Протез",
IGUI_perks_ProstFamiliarity= "Приспособленность",
IGUI_ItemCat_Prosthesis = "Протез",
IGUI_ItemCat_Surgery = "Хирургия",
IGUI_ItemCat_Amputation = "Ампутация"
IGUI_HealthPanel_Cicatrization = "Заживление",
IGUI_HealthPanel_Cicatrized = "Заживлено",
IGUI_HealthPanel_Cauterized = "Прижженно",
IGUI_HealthPanel_WoundDirtyness = "Загрезнённая рана",
IGUI_HealthPanel_ProstEquipped = "Протез экипирован",
}

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ItemName_RU = {
ItemName_TOC.Surg_Arm_Tourniquet_L = "Жгут",
ItemName_TOC.Surg_Arm_Tourniquet_R = "Жгут",
ItemName_TOC.Prost_NormalArm_L = "Протез руки",
ItemName_TOC.Prost_NormalArm_R = "Протез руки",
ItemName_TOC.Prost_HookArm_L = "Протез руки - Крюк",
ItemName_TOC.Prost_HookArm_R = "Протез руки - Крюк",
}

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Recipes_RU = {
Recipe_Craft_Prosthetic_Arm = "Изготовить протез руки",
Recipe_Craft_Prosthetic_Hook = "Изготовить протез ввиде крючка",
}

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Sandbox_RU = {
Sandbox_TOC = "Спасенье в Отсечении",
Sandbox_TOC_CicatrizationSpeed = "Скорость заживления",
Sandbox_TOC_WoundDirtynessMultiplier = "Множитель загрязнения ран",
Sandbox_TOC_SurgeonAbilityImportance = "Значимость способностей врача-хирурга",
}

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Tooltip_RU = {
Tooltip_Surgery_CantCauterize = "Нельзя прижигать рану",
Tooltip_Surgery_And = " и "
Tooltip_Surgery_TempTooLow = "Температура все еще слишком низкая",
Tooltip_Surgery_Coward = "У тебя не хватит смелости сделать это",
Tooltip_Surgery_LimbNotFree = "Сначала нужно снять протез",
}

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UI_RU = {
UI_trait_Amputee_Hand = "Ампутированная левая рука",
UI_trait_Amputee_Hand_desc = "Вы начинаете с ампутированной левой рукой.",
UI_trait_Amputee_ForeArm = "Ампутированное левое предплечье",
UI_trait_Amputee_ForeArm_desc = "Вы начинаете с ампутированным левым предплечьем.",
UI_trait_Amputee_UpperArm = "Ампутированное левое плечо",
UI_trait_Amputee_UpperArm_desc = "Вы начинаете с ампутированнвм левым плечём.",
UI_trait_Insensitive = "Нечувствительный",
UI_trait_Insensitive_desc = "",
UI_Say_CantEquip = "Я не могу его так экипировать..."
}

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ContextMenu_TR = {
ContextMenu_Amputate = "Ampute Et",
ContextMenu_Amputate_Bandage = "Ampute Et ve Bandajla",
ContextMenu_Amputate_Stitch = "Ampute Et ve Dikiþ At",
ContextMenu_Amputate_Stitch_Bandage = "Ampute Et, Dikiþ At ve Bandajla",
ContextMenu_Cauterize = "Daðla",
ContextMenu_Limb_Hand_L = "Sol El",
ContextMenu_Limb_ForeArm_L = "Sol Ön Kol",
ContextMenu_Limb_UpperArm_L = "Sol Üst Kol",
ContextMenu_Limb_Hand_R = "Sað El",
ContextMenu_Limb_ForeArm_R = "Sað Ön Kol",
ContextMenu_Limb_UpperArm_R = "Sað Üst Kol",
ContextMenu_InstallProstRight = "Sað kola protez tak",
ContextMenu_InstallProstLeft = "Sol kola protez tak",
ContextMenu_PutTourniquetArmLeft = "Sol kola turnike tak",
ContextMenu_PutTourniquetLegL = "Sol bacaðýna turnike tak",
ContextMenu_PutTourniquetArmRight = "Sað kola turnike tak",
ContextMenu_PutTourniquetLegR = "Sað bacaðýna turnike tak",
ContextMenu_CleanWound = "Yarayý Temizle",
ContextMenu_Admin_TOC = "TOC",
ContextMenu_Admin_ResetTOC = "Amputasyonlarý Sýfýrla",
ContextMenu_Admin_ForceAmputation = "Zorla Amputasyon Yap",
}

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IG_UI_TR = {
IGUI_perks_Amputations = "Amputasyonlar",
IGUI_perks_Side_R = "Sağ Taraf",
IGUI_perks_Side_L = "Sol Taraf",
IGUI_perks_Prosthesis = "Protez",
IGUI_perks_ProstFamiliarity = "Aşinalık",
IGUI_ItemCat_Prosthesis = "Protez",
IGUI_ItemCat_Surgery = "Cerrahi",
IGUI_ItemCat_Amputation = "Amputasyon",
IGUI_HealthPanel_Cicatrization = "Yara İyileşmesi",
IGUI_HealthPanel_Cicatrized = "İyileşti",
IGUI_HealthPanel_Cauterized = "Dağlandı",
IGUI_HealthPanel_WoundDirtyness = "Yara Kirliliği",
IGUI_HealthPanel_ProstEquipped = "Protez Takılı",
IGUI_Confirmation_Amputate = " <CENTRE> Bu uzvu gerçekten ampute etmek istiyor musunuz?"
}

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ItemName_TR = {
ItemName_TOC.Surg_Arm_Tourniquet_L = "Turnike",
ItemName_TOC.Surg_Arm_Tourniquet_R = "Turnike",
ItemName_TOC.Prost_NormalArm_L = "Protez Kol",
ItemName_TOC.Prost_NormalArm_R = "Protez Kol",
ItemName_TOC.Prost_HookArm_L = "Protez Kol - Kanca",
ItemName_TOC.Prost_HookArm_R = "Protez Kol - Kanca",
}

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Recipes_TR = {
Recipe_Craft_Prosthetic_Arm = "Protez Kol Yap",
Recipe_Craft_Prosthetic_Hook = "Protez Kanca Yap",
}

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Sandbox_TR = {
Sandbox_TOC = "The Only Cure",
Sandbox_TOC_CicatrizationSpeed = "Yara İyileşme Hızı",
Sandbox_TOC_WoundDirtynessMultiplier = "Yara Kirlilik Çarpanı",
Sandbox_TOC_SurgeonAbilityImportance = "Cerrahın Yetenek Önemi",
Sandbox_TOC_EnableZombieAmputations = "Zombi Amputasyonlarını Etkinleştir",
Sandbox_TOC_ZombieAmputationDamageThreshold = "Zombi Amputasyon Hasar Eşiği",
Sandbox_TOC_ZombieAmputationDamageChance = "Zombi Amputasyon Hasar Şansı",
}

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Tooltip_TR = {
Tooltip_Surgery_CantCauterize = "Yarayı dağlayamazsın",
Tooltip_Surgery_And = " ve ",
Tooltip_Surgery_TempTooLow = "Sıcaklık hâlâ çok düşük",
Tooltip_Surgery_Coward = "Bunu yapacak cesaretin yok. KORKUYORSUN!",
Tooltip_Surgery_LimbNotFree = "Önce protezi çıkarman gerekiyor",
}

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UI_TR = {
UI_trait_Amputee_Hand = "Ampute Sol El",
UI_trait_Amputee_Hand_desc = "",
UI_trait_Amputee_ForeArm = "Ampute Sol Ön Kol",
UI_trait_Amputee_ForeArm_desc = "",
UI_trait_Amputee_UpperArm = "Ampute Sol Üst Kol",
UI_trait_Amputee_UpperArm_desc = "",
UI_trait_Insensitive = "Hissiz",
UI_trait_Insensitive_desc = "",
UI_Say_CantEquip = "Bunu bu şekilde kuşanamam...",
}

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ContextMenu_UA = {
ContextMenu_Amputate = "Ампутувати",
ContextMenu_Amputate_Bandage = "Ампутувати та перев'язати",
ContextMenu_Amputate_Stitch = "Ампутувати та накласти шви",
ContextMenu_Amputate_Stitch_Bandage = "Ампутувати, накласти шви та перев'язати",
ContextMenu_Cauterize = "Припекти",
ContextMenu_Limb_Hand_L = "Ліва Рука",
ContextMenu_Limb_ForeArm_L = "Ліве Передпліччя",
ContextMenu_Limb_UpperArm_L = "Ліве Плече"
ContextMenu_Limb_Hand_R = "Права Рука",
ContextMenu_Limb_ForeArm_R = "Праве Передпліччя",
ContextMenu_Limb_UpperArm_R = "Праве Плече",
ContextMenu_InstallProstRight = "Установити протез на праву руку",
ContextMenu_InstallProstLeft = "Установити протез на ліву руку",
ContextMenu_PutTourniquetArmLeft = "Накласти джгут на ліву руку",
ContextMenu_PutTourniquetLegL = "Накласти джгут на ліву ногу",
ContextMenu_PutTourniquetArmRight = "Накласти джгут на праву руку",
ContextMenu_PutTourniquetLegR = "Накласти джгут на праву ногу",
ContextMenu_CleanWound = "Очистити рану",
ContextMenu_Admin_TOC = "TOC",
ContextMenu_Admin_ResetTOC = "Скинути Ампутації",
ContextMenu_Admin_ForceAmputation = "Примусово Ампутувати",
}

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IG_UI_UA = {
IGUI_perks_Amputations = "Ампутації",
IGUI_perks_Side_R = "Права сторона",
IGUI_perks_Side_L = "Ліва сторона",
IGUI_perks_Prosthesis = "Протез",
IGUI_perks_ProstFamiliarity= "Пристосованість",
IGUI_ItemCat_Prosthesis = "Протез",
IGUI_ItemCat_Surgery = "Хірургія",
IGUI_ItemCat_Amputation = "Ампутація"
IGUI_HealthPanel_Cicatrization = "Рубцювання",
IGUI_HealthPanel_Cicatrized = "Зарубцьована",
IGUI_HealthPanel_Cauterized = "Припечена",
IGUI_HealthPanel_WoundDirtyness = "Забруднена рана",
IGUI_HealthPanel_ProstEquipped = "Протез установлено",
}

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ItemName_UA = {
ItemName_TOC.Surg_Arm_Tourniquet_L = "Джгут",
ItemName_TOC.Surg_Arm_Tourniquet_R = "Джгут",
ItemName_TOC.Prost_NormalArm_L = "Протез Руки",
ItemName_TOC.Prost_NormalArm_R = "Протез Руки",
ItemName_TOC.Prost_HookArm_L = "Протез Руки - Гак",
ItemName_TOC.Prost_HookArm_R = "Протез Руки - Гак",
}

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Recipes_UA = {
Recipe_Craft_Prosthetic_Arm = "Створити Протез Руки",
Recipe_Craft_Prosthetic_Hook = "Створити Протез Руки - Гак",
}

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Sandbox_UA = {
Sandbox_TOC = "The Only Cure",
Sandbox_TOC_CicatrizationSpeed = "Швидкість рубцювання",
Sandbox_TOC_WoundDirtynessMultiplier = "Множник забруднення рани",
Sandbox_TOC_SurgeonAbilityImportance = "Важливість медичних навичок лікаря",
Sandbox_TOC_EnableZombieAmputations = "Увімкнути ампутації зомбі",
Sandbox_TOC_ZombieAmputationDamageThreshold = "Поріг шкоди при ампутації зомбі",
Sandbox_TOC_ZombieAmputationDamageChance = "Шанс нанесення шкоди при ампутації зомбі",
}

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Tooltip_UA = {
Tooltip_Surgery_CantCauterize = "Не можна припекти рану",
Tooltip_Surgery_And = " та "
Tooltip_Surgery_TempTooLow = "Температура занадто низька",
Tooltip_Surgery_Coward = "Вам не вистачає сміливості зробити це",
Tooltip_Surgery_LimbNotFree = "Спочатку необхідно зняти протез",
}

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UI_UA = {
UI_trait_Amputee_Hand = "Ампутована Ліва Рука",
UI_trait_Amputee_Hand_desc = "",
UI_trait_Amputee_ForeArm = "Ампутоване Ліве Передпліччя",
UI_trait_Amputee_ForeArm_desc = "",
UI_trait_Amputee_UpperArm = "Ампутоване Ліве Плече",
UI_trait_Amputee_UpperArm_desc = "",
UI_trait_Insensitive = "Нечутливий",
UI_trait_Insensitive_desc = "",
UI_Say_CantEquip = "Я не можу встановити це таким чином..."
}