Mostly refactoring this chaos
This commit is contained in:
@@ -1,10 +1,10 @@
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local function dropItem(player, modData)
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if (modData.TOC.RightHand.IsCut and not (modData.TOC.RightHand.IsEquiped or modData.TOC.RightForearm.IsEquiped)) or (modData.TOC.RightForearm.IsCut and not modData.TOC.RightForearm.IsEquiped) then
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if (modData.TOC.RightHand.is_cut and not (modData.TOC.RightHand.IsEquiped or modData.TOC.RightForearm.IsEquiped)) or (modData.TOC.RightForearm.is_cut and not modData.TOC.RightForearm.IsEquiped) then
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if player:getPrimaryHandItem() ~= nil then
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if player:getPrimaryHandItem():getName() ~= "Bare Hands" then player:dropHandItems() end
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end
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end
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if (modData.TOC.LeftHand.IsCut and not (modData.TOC.LeftHand.IsEquiped or modData.TOC.LeftForearm.IsEquiped)) or (modData.TOC.LeftForearm.IsCut and not modData.TOC.LeftForearm.IsEquiped) then
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if (modData.TOC.LeftHand.is_cut and not (modData.TOC.LeftHand.IsEquiped or modData.TOC.LeftForearm.IsEquiped)) or (modData.TOC.LeftForearm.is_cut and not modData.TOC.LeftForearm.IsEquiped) then
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if player:getSecondaryHandItem() ~= nil then
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if player:getSecondaryHandItem():getName() ~= "Bare Hands" then player:dropHandItems() end
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end
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@@ -33,8 +33,8 @@ local function everyTenMinutes()
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--Reduit le temps de cicatri restant
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for i,name in pairs(names) do
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if modData.TOC[name].IsCut and not modData.TOC[name].IsCicatrized then
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modData.TOC[name].CicaTimeLeft = modData.TOC[name].CicaTimeLeft - 1;
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if modData.TOC[name].is_cut and not modData.TOC[name].is_cicatrized then
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modData.TOC[name].cicatrization_time = modData.TOC[name].cicatrization_time - 1;
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player:transmitModData()
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end
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end
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@@ -44,106 +44,79 @@ end
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local function initVariable(_, player)
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local modData = player:getModData()
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if modData.TOC == nil then
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modData.TOC = {};
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modData.TOC.RightHand = {};
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modData.TOC.RightForearm = {};
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modData.TOC.RightArm = {};
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modData.TOC.LeftHand = {};
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modData.TOC.LeftForearm = {};
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modData.TOC.LeftArm = {};
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modData.TOC.RightHand.IsCut = false;
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modData.TOC.RightForearm.IsCut = false;
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modData.TOC.RightArm.IsCut = false;
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modData.TOC.LeftHand.IsCut = false;
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modData.TOC.LeftForearm.IsCut = false;
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modData.TOC.LeftArm.IsCut = false;
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-- https://stackoverflow.com/questions/20915164/lua-loop-for-creating-variables-in-table
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local rightHand = "RightHand"
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local rightForearm = "RightForearm"
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local rightArm = "RightArm"
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modData.TOC.RightHand.IsInfected = false;
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modData.TOC.RightForearm.IsInfected = false;
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modData.TOC.RightArm.IsInfected = false;
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modData.TOC.LeftHand.IsInfected = false;
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modData.TOC.LeftForearm.IsInfected = false;
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modData.TOC.LeftArm.IsInfected = false;
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local leftHand = "LeftHand"
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local leftForearm = "LeftForearm"
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local leftArm = "LeftArm"
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modData.TOC.RightHand.IsOperated = false;
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modData.TOC.RightForearm.IsOperated = false;
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modData.TOC.RightArm.IsOperated = false;
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modData.TOC.LeftHand.IsOperated = false;
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modData.TOC.LeftForearm.IsOperated = false;
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modData.TOC.LeftArm.IsOperated = false;
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modData.TOC.RightHand.IsCicatrized = false;
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modData.TOC.RightForearm.IsCicatrized = false;
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modData.TOC.RightArm.IsCicatrized = false;
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modData.TOC.LeftHand.IsCicatrized = false;
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modData.TOC.LeftForearm.IsCicatrized = false;
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modData.TOC.LeftArm.IsCicatrized = false;
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modData.TOC.RightHand.IsEquiped = false;
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modData.TOC.RightForearm.IsEquiped = false;
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modData.TOC.RightArm.IsEquiped = false;
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modData.TOC.LeftHand.IsEquiped = false;
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modData.TOC.LeftForearm.IsEquiped = false;
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modData.TOC.LeftArm.IsEquiped = false;
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Bodyparts = { "RightHand", "RightForearm", "RightArm", "LeftHand", "LeftForearm", "LeftArm"}
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modData.TOC = {
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RightHand = {},
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RightForearm = {},
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RightArm = {},
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modData.TOC.RightHand.IsBurn = false;
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modData.TOC.RightForearm.IsBurn = false;
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modData.TOC.RightArm.IsBurn = false;
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modData.TOC.LeftHand.IsBurn = false;
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modData.TOC.LeftForearm.IsBurn = false;
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modData.TOC.LeftArm.IsBurn = false;
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LeftHand = {},
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LeftForearm = {},
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LeftArm = {}
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}
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modData.TOC.RightHand.EquipFact = 1.0;
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modData.TOC.RightForearm.EquipFact = 1.0;
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modData.TOC.RightArm.EquipFact = 1.0;
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modData.TOC.LeftHand.EquipFact = 1.0;
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modData.TOC.LeftForearm.EquipFact = 1.0;
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modData.TOC.LeftArm.EquipFact = 1.0;
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for k,v in pairs(Bodyparts) do
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modData.TOC[v].is_cut = false
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modData.TOC[v].is_infected = false
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modData.TOC[v].is_operated = false
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modData.TOC[v].is_cicatrized = false
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modData.TOC[v].is_cauterized = false
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modData.TOC[v].is_amputation_shown = false
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modData.TOC.RightHand.Equip_mat_id = nil;
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modData.TOC.RightForearm.Equip_mat_id = nil;
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modData.TOC.RightArm.Equip_mat_id = nil;
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modData.TOC.LeftHand.Equip_mat_id = nil;
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modData.TOC.LeftForearm.Equip_mat_id = nil;
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modData.TOC.LeftArm.Equip_mat_id = nil;
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modData.TOC[v].cicatrization_time = 0
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modData.TOC[v].has_prothesis_equipped = false
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modData.TOC[v].prothesis_factor = 1.0 -- Every prothesis has the same... does this even make sense here?
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modData.TOC[v].prothesis_material_id = nil
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end
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modData.TOC.RightHand.CicaTimeLeft = 0;
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modData.TOC.RightForearm.CicaTimeLeft = 0;
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modData.TOC.RightArm.CicaTimeLeft = 0;
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modData.TOC.LeftHand.CicaTimeLeft = 0;
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modData.TOC.LeftForearm.CicaTimeLeft = 0;
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modData.TOC.LeftArm.CicaTimeLeft = 0;
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modData.TOC.RightHand.ToDisplay = false;
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modData.TOC.RightForearm.ToDisplay = false;
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modData.TOC.RightArm.ToDisplay = false;
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modData.TOC.LeftHand.ToDisplay = false;
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modData.TOC.LeftForearm.ToDisplay = false;
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modData.TOC.LeftArm.ToDisplay = false;
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-- Manual stuff
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modData.TOC[rightForearm].depends_on = {rightHand}
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modData.TOC[rightArm].depends_on = { rightHand, rightForearm }
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modData.TOC[leftForearm].depends_on = { leftHand }
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modData.TOC[leftArm].depends_on = { leftHand, leftForearm }
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modData.TOC.InitDone = true;
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modData.TOC.OtherBody_IsInfected = false;
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if player:HasTrait("amputee1") then
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local cloth = player:getInventory():AddItem("TOC.ArmLeft_noHand");
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player:setWornItem(cloth:getBodyLocation(), cloth);
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modData.TOC.LeftHand.IsCut=true; modData.TOC.LeftHand.IsOperated=true; modData.TOC.LeftHand.ToDisplay=true; modData.TOC.LeftHand.IsCicatrized=true;
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modData.TOC.LeftHand.is_cut=true; modData.TOC.LeftHand.is_operated=true; modData.TOC.LeftHand.is_amputation_shown=true; modData.TOC.LeftHand.is_cicatrized=true;
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player:getInventory():AddItem("TOC.MetalHook");
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end
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if player:HasTrait("amputee2") then
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local cloth = player:getInventory():AddItem("TOC.ArmLeft_noForearm");
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player:setWornItem(cloth:getBodyLocation(), cloth);
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modData.TOC.LeftHand.IsCut=true; modData.TOC.LeftHand.IsOperated=true;
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modData.TOC.LeftForearm.IsCut=true; modData.TOC.LeftForearm.IsOperated=true; modData.TOC.LeftForearm.ToDisplay=true; modData.TOC.LeftForearm.IsCicatrized=true;
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modData.TOC.LeftHand.is_cut=true; modData.TOC.LeftHand.is_operated=true;
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modData.TOC.LeftForearm.is_cut=true; modData.TOC.LeftForearm.is_operated=true; modData.TOC.LeftForearm.is_amputation_shown=true; modData.TOC.LeftForearm.is_cicatrized=true;
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player:getInventory():AddItem("TOC.MetalHook");
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end
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if player:HasTrait("amputee3") then
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local cloth = player:getInventory():AddItem("TOC.ArmLeft_noArm");
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player:setWornItem(cloth:getBodyLocation(), cloth);
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modData.TOC.LeftHand.IsCut=true; modData.TOC.LeftHand.IsOperated=true;
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modData.TOC.LeftForearm.IsCut=true; modData.TOC.LeftForearm.IsOperated=true;
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modData.TOC.LeftArm.IsCut=true; modData.TOC.LeftArm.IsOperated=true; modData.TOC.LeftArm.ToDisplay=true; modData.TOC.LeftArm.IsCicatrized=true;
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modData.TOC.LeftHand.is_cut=true; modData.TOC.LeftHand.is_operated=true;
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modData.TOC.LeftForearm.is_cut=true; modData.TOC.LeftForearm.is_operated=true;
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modData.TOC.LeftArm.is_cut=true; modData.TOC.LeftArm.is_operated=true; modData.TOC.LeftArm.is_amputation_shown=true; modData.TOC.LeftArm.is_cicatrized=true;
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player:getInventory():AddItem("TOC.MetalHook");
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end
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