Reset model on current frame to force re-init
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@@ -77,7 +77,6 @@ end
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function ItemsController.Player.DeleteAllOldAmputationItems(playerObj)
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function ItemsController.Player.DeleteAllOldAmputationItems(playerObj)
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-- This part is a workaround for a pretty shitty implementation on the java side. Check ProsthesisHandler for more infos
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-- This part is a workaround for a pretty shitty implementation on the java side. Check ProsthesisHandler for more infos
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-- FIX This doesn't really help in this case.
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local group = BodyLocations.getGroup("Human")
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local group = BodyLocations.getGroup("Human")
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group:setMultiItem("TOC_Arm", false)
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group:setMultiItem("TOC_Arm", false)
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group:setMultiItem("TOC_ArmProst", false)
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group:setMultiItem("TOC_ArmProst", false)
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@@ -89,11 +88,12 @@ function ItemsController.Player.DeleteAllOldAmputationItems(playerObj)
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---@cast clothItem InventoryItem
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---@cast clothItem InventoryItem
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ItemsController.Player.RemoveClothingItem(playerObj, clothItem)
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ItemsController.Player.RemoveClothingItem(playerObj, clothItem)
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end
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end
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-- Reset model just in case
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playerObj:resetModel()
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group:setMultiItem("TOC_Arm", true)
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group:setMultiItem("TOC_Arm", true)
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group:setMultiItem("TOC_ArmProst", true)
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group:setMultiItem("TOC_ArmProst", true)
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-- Reset model just in case
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playerObj:resetModelNextFrame()
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end
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end
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---Spawns and equips the correct amputation item to the player.
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---Spawns and equips the correct amputation item to the player.
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