More stuff that I forgot to clean up
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@@ -1,35 +1,24 @@
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local function CutLocal(_, patient, surgeon, partName)
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local function CutLocal(_, patient, surgeon, part_name)
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if IsSawInInventory(surgeon) ~= nil then
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ISTimedActionQueue.add(IsCutArm:new(patient, surgeon, partName));
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ISTimedActionQueue.add(ISCutLimb:new(patient, surgeon, part_name));
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else
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surgeon:Say("I don't have a saw on me")
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end
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end
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local function OperateLocal(_, patient, surgeon, partName, useOven)
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local function OperateLocal(_, patient, surgeon, part_name, use_oven)
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--local player = getPlayer();
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-- todo add a check if the player has already been amputated or somethin
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if useOven then
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ISTimedActionQueue.add(ISOperateArm:new(patient, surgeon, _, partName, useOven));
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if use_oven then
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ISTimedActionQueue.add(ISOperateLimb:new(patient, surgeon, _, part_name, use_oven));
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else
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local kit = GetKitInInventory(surgeon)
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if kit ~= nil then
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ISTimedActionQueue.add(ISOperateArm:new(patient, surgeon, kit, partName, false))
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ISTimedActionQueue.add(ISOperateLimb:new(patient, surgeon, kit, part_name, false))
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else
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surgeon:Say("I don't have a kit on me")
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end
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end
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end
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@@ -43,10 +32,10 @@ function TheOnlyCure.TryActionOnOtherPlayerLocal(_, part_name, action, surgeon,
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if action == "Cut" then
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AskCanCutLimb(patient, part_name)
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AskCanCutArm(patient, part_name);
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--AskCanCutArm(patient, part_name);
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elseif action == "Operate" then
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AskCanOperateLimb(patient, part_name)
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AskCanOperateArm(patient, part_name);
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--AskCanOperateArm(patient, part_name);
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end
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ui.actionAct = action;
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ui.partNameAct = part_name;
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@@ -55,30 +44,6 @@ function TheOnlyCure.TryActionOnOtherPlayerLocal(_, part_name, action, surgeon,
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end
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local function otherPlayerLocal(_, partName, action, surgeon, patient)
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local ui = GetConfirmUIMP();
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if not ui then
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MakeConfirmUIMP();
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ui = GetConfirmUIMP();
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end
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if action == "Cut" then
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AskCanCutArm(patient, partName);
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else
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AskCanOperateArm(patient, partName);
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end
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ui.actionAct = action;
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ui.partNameAct = partName;
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ui.patient = patient;
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SetConfirmUIMP("Wait server")
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end
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local function CheckIfCanBeOperated(modData)
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if modData.TOC.RightHand.is_cut and not modData.TOC.RightHand.is_operated
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or modData.TOC.RightForearm.is_cut and not modData.TOC.RightForearm.is_operated
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@@ -140,8 +105,8 @@ function ISWorldObjectContextMenu.OnFillTOCMenu(player, context, worldObjects, t
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cutMenu:addOption(getText('UI_ContextMenu_' .. v_part), worldObjects, CutLocal, player_obj, player_obj, v_part)
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operateMenu:addOption(getText('UI_ContextMenu_' .. v_part), worldObjects, OperateLocal, player_obj, player_obj, v_part)
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else
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cutMenu:addOption(getText('UI_ContextMenu_' .. v_part), worldObjects, otherPlayerLocal, v_part, "Cut", player_obj, clickedPlayer)
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operateMenu:addOption(getText('UI_ContextMenu_' .. v_part), worldObjects, otherPlayerLocal, v_part, "Operate", player_obj, clickedPlayer);
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cutMenu:addOption(getText('UI_ContextMenu_' .. v_part), worldObjects, TheOnlyCure.TryActionOnOtherPlayerLocal, v_part, "Cut", player_obj, clickedPlayer)
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operateMenu:addOption(getText('UI_ContextMenu_' .. v_part), worldObjects, TheOnlyCure.TryActionOnOtherPlayerLocal, v_part, "Operate", player_obj, clickedPlayer);
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end
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