Various stuff
- Changed how we apply damage to limbs after cutting one - Added some new textures for hooks - Fixed UVs - Some corrections like bandages not applying after cutting a limb
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@@ -22,7 +22,7 @@ end
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function TocCureInfection(body_damage, part_name)
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local body_part_type = body_damage:getBodyPart(TocGetBodyPartTypeFromPartName(part_name))
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local body_part_type = body_damage:getBodyPart(TocGetBodyPartFromPartName(part_name))
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body_damage:setInfected(false)
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body_part_type:SetInfected(false)
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@@ -79,7 +79,10 @@ function TocGetSawInInventory(surgeon)
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end
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function TocDamagePlayerDuringAmputation(patient, part_name)
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local body_part_type = TocGetBodyPartTypeFromPartName(part_name)
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-- Since we're cutting that specific part, it only makes sense that the bleeding starts from there.
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-- Then, we just delete the bleeding somewhere else before applying the other damage to to upper part of the limb
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local body_part_type = TocGetBodyPartFromPartName(part_name)
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local body_damage = patient:getBodyDamage()
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local body_damage_part = body_damage:getBodyPart(body_part_type)
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@@ -110,11 +113,11 @@ function SetBodyPartsStatusAfterOperation(player, limbs_data, part_name, use_ove
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--for _, v in ipairs(GetBodyParts()) do
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local body_part_type = player:getBodyDamage():getBodyPart(TocGetBodyPartTypeFromPartName(part_name))
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local body_part_type = player:getBodyDamage():getBodyPart(TocGetAdiacentBodyPartFromPartName(part_name))
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FixSingleBodyPartType(body_part_type, use_oven)
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for _, v in ipairs(limbs_data[part_name].depends_on) do
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local depended_body_part_type = player:getBodyDamage():getBodyPart(TocGetBodyPartTypeFromPartName(v))
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local depended_body_part_type = player:getBodyDamage():getBodyPart(TocGetAdiacentBodyPartFromPartName(v))
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FixSingleBodyPartType(depended_body_part_type, use_oven)
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end
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