refactor: cleaning code
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@@ -23,6 +23,8 @@ end
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local og_ISUnequipAction_complete = ISUnequipAction.complete
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function ISUnequipAction:complete()
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-- Horrendous workaround. For B42, as of now, it will basically happen two times, once with :perform and once with :complete. Shouldn't
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-- matter for performance but it's really ugly.
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local isProst = ProsthesisHandler.SearchAndSetupProsthesis(self.item, false)
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local group
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if isProst then
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@@ -35,7 +37,4 @@ function ISUnequipAction:complete()
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group:setMultiItem("TOC_ArmProst", true)
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end
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-- TODO RUN WORKAROUND FOR MULTI ITEM HERE!!!!
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end
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@@ -129,7 +129,7 @@ function ISBaseTimedAction:perform()
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-- First check level of perks. if already at max, skip
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-- LocalPlayerController.playerObj:getPerkLevel(perkAmp) -- todo
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local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(LocalPlayerController.username)
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local xp = self.maxTime / 100
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@@ -143,7 +143,6 @@ function ISBaseTimedAction:perform()
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if dcInst:getIsCut(limbName) and dcInst:getIsVisible(limbName) then
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local side = CommonMethods.GetSide(limbName)
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-- TODO Test it
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local xpObj = LocalPlayerController.playerObj:getXp()
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if xpObj:getLevel() < 10 then
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xpObj:AddXP(Perks["Side_" .. side], xp)
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@@ -118,7 +118,7 @@ function BaseHandler:toPlayerInventory(item, previousAction)
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if item:getContainer() ~= self:getDoctor():getInventory() then
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local action = ISInventoryTransferAction:new(self:getDoctor(), item, item:getContainer(), self:getDoctor():getInventory())
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ISTimedActionQueue.addAfter(previousAction, action)
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-- FIXME: ISHealthPanel.actions never gets cleared
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-- FIX: ISHealthPanel.actions never gets cleared
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self.panel.actions = self.panel.actions or {}
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self.panel.actions[action] = self.bodyPart
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return action
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