Fixed a lot of stuff, broke a lot of stuff
This commit is contained in:
@@ -87,7 +87,6 @@ end
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function UpdatePlayerHealth(player, modData)
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function UpdatePlayerHealth(player, modData)
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local bodyDamage = player:getBodyDamage()
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local bodyDamage = player:getBodyDamage()
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--local partNames = {"RightHand", "RightForearm", "RightArm", "LeftHand", "LeftForearm", "LeftArm"}
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if player:HasTrait("Insensitive") then bodyDamage:setPainReduction(49) end
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if player:HasTrait("Insensitive") then bodyDamage:setPainReduction(49) end
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@@ -1,3 +1,4 @@
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local function operateLocal(worldobjects, partName)
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local function operateLocal(worldobjects, partName)
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local player = getPlayer();
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local player = getPlayer();
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ISTimedActionQueue.add(ISOperateArm:new(player, player, _, partName, true));
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ISTimedActionQueue.add(ISOperateArm:new(player, player, _, partName, true));
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@@ -37,78 +38,142 @@ end
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local function TOC_onFillWorldObjectContextMenu(playerId, context, worldobjects, _)
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local player = getSpecificPlayer(playerId);
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local clickedPlayer
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local modData = player:getModData();
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for _,object in ipairs(worldobjects) do
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local square = object:getSquare()
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if square then
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for i=1,square:getObjects():size() do
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local object2 = square:getObjects():get(i-1);
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--For the oven operate part
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if CheckIfCanBeOperated(modData) then
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-- why local?
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function ISWorldObjectContextMenu.OnFillOperateWithOven(player, context, worldObjects, test)
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local player_obj = getSpecificPlayer(player)
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--local clickedPlayer
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local modData = player_obj:getModData()
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local is_main_menu_already_created = false
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if instanceof(object2, "IsoStove") and (player:HasTrait("Brave") or player:getPerkLevel(Perks.Strength) >= 6) then
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--local props = v:getSprite() and v:getSprite():getProperties() or nil
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if not object2:isMicrowave() and object2:getCurrentTemperature() > 250 then
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local rootMenu = context:addOption(getText('UI_ContextMenu_OperateOven'), worldobjects, nil);
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for k_stove, v_stove in pairs(worldObjects) do
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local subMenu = context:getNew(context);
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if instanceof(v_stove, "IsoStove") and (player_obj:HasTrait("Brave") or player_obj:getPerkLevel(Perks.Strength) >= 6) then
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-- Check temperature
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if v_stove:getCurrentTemperature() > 250 then
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for k_bodypart, v_bodypart in ipairs(GetBodyParts()) do
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if modData.TOC[v_bodypart].is_cut and not modData.TOC[v_bodypart].is_operated then
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local subMenu = context:getNew(context);
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if is_main_menu_already_created == false then
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local rootMenu = context:addOption(getText('UI_ContextMenu_OperateOven'), worldObjects, nil);
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context:addSubMenu(rootMenu, subMenu)
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context:addSubMenu(rootMenu, subMenu)
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is_main_menu_already_created = true
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for k, v in pairs(GetBodyParts()) do
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-- todo this is awful but it should work
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if modData.TOC[v].is_cut and not modData.TOC[v].is_operated then
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subMenu:addOption(getText('UI_ContextMenu_' .. v), worldobjects, operateLocal, v);
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end
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end
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end
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end
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subMenu:addOption(getText('UI_ContextMenu_' .. v_bodypart), worldObjects, operateLocal, v_bodypart)
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end
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end
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end
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end
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end
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end
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local movingObjects = square:getMovingObjects()
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break -- stop searching for stoves
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for i = 0, movingObjects:size() - 1 do
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local o = movingObjects:get(i)
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if instanceof(o, "IsoPlayer") then
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clickedPlayer = o;
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break
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end
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end
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if clickedPlayer then
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-- Pretty sure this check is kinda broken
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if not ((-1 < clickedPlayer:getX() - player:getX() and clickedPlayer:getX() - player:getX() < 1) and (-1 < clickedPlayer:getY() - player:getY() and clickedPlayer:getY() - player:getY() < 1)) then
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return false;
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end
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local rootOption = context:addOption("The Only Cure on " .. clickedPlayer:getUsername());
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local rootMenu = context:getNew(context);
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local cutOption = rootMenu:addOption("Cut");
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local operateOption = rootMenu:addOption("Operate");
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local cutMenu = context:getNew(context);
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local operateMenu = context:getNew(context);
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context:addSubMenu(rootOption, rootMenu);
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context:addSubMenu(cutOption, cutMenu);
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context:addSubMenu(operateOption, operateMenu);
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-- todo add checks so that we don't show these menus if a player has already beeen operated or amputated
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for k, v in pairs(GetBodyParts()) do
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cutMenu:addOption(getText('UI_ContextMenu_' .. v), worldobjects, otherPlayerLocal, v, "Cut", clickedPlayer)
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operateMenu:addOption(getText('UI_ContextMenu_' .. v), worldobjects, otherPlayerLocal, v, "Operate", clickedPlayer);
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end
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end
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end
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end
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end
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end
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end
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end
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Events.OnFillWorldObjectContextMenu.Add(TOC_onFillWorldObjectContextMenu);
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-- if instanceof(vtest, "IsoStove") and (player_obj:HasTrait("Brave") or player_obj:getPerkLevel(Perks.Strength) >= 6) then
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-- --if v:getCurrentTemperature() > 250 then
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-- local rootMenu = context:addOption(getText('UI_ContextMenu_OperateOven'), worldObjects, nil);
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-- local subMenu = context:getNew(context);
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-- context:addSubMenu(rootMenu, subMenu)
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-- for k_bodypart, v_bodypart in pairs(GetBodyParts()) do
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-- -- todo this is awful but it should work
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-- if modData.TOC[v_bodypart].is_cut and not modData.TOC[v_bodypart].is_operated then
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-- subMenu:addOption(getText('UI_ContextMenu_' .. v_bodypart), worldObjects, operateLocal, v_bodypart);
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-- end
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-- end
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-- --end
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-- end
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-- for _,object in ipairs(worldobjects) do
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-- local square = object:getSquare()
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-- if square then
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-- for i=1,square:getObjects():size() do
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-- local object2 = square:getObjects():get(i-1);
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-- --For the oven operate part
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-- if CheckIfCanBeOperated(modData) then
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-- if instanceof(object2, "IsoStove") and (player:HasTrait("Brave") or player:getPerkLevel(Perks.Strength) >= 6) then
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-- if not object2:isMicrowave() and object2:getCurrentTemperature() > 250 then
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-- local rootMenu = context:addOption(getText('UI_ContextMenu_OperateOven'), worldobjects, nil);
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-- local subMenu = context:getNew(context);
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-- context:addSubMenu(rootMenu, subMenu)
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-- for k, v in pairs(GetBodyParts()) do
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-- -- todo this is awful but it should work
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-- if modData.TOC[v].is_cut and not modData.TOC[v].is_operated then
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-- subMenu:addOption(getText('UI_ContextMenu_' .. v), worldobjects, operateLocal, v);
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-- end
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-- end
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-- end
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-- end
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-- end
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-- end
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-- local movingObjects = square:getMovingObjects()
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-- for i = 0, movingObjects:size() - 1 do
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-- local o = movingObjects:get(i)
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-- if instanceof(o, "IsoPlayer") then
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-- clickedPlayer = o;
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-- break
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-- end
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-- end
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-- if clickedPlayer then
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-- -- Pretty sure this check is kinda broken
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-- if not ((-1 < clickedPlayer:getX() - player:getX() and clickedPlayer:getX() - player:getX() < 1) and (-1 < clickedPlayer:getY() - player:getY() and clickedPlayer:getY() - player:getY() < 1)) then
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-- return false;
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-- end
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-- local rootOption = context:addOption("The Only Cure on " .. clickedPlayer:getUsername());
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-- local rootMenu = context:getNew(context);
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-- local cutOption = rootMenu:addOption("Cut");
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-- local operateOption = rootMenu:addOption("Operate");
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-- local cutMenu = context:getNew(context);
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-- local operateMenu = context:getNew(context);
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-- context:addSubMenu(rootOption, rootMenu);
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-- context:addSubMenu(cutOption, cutMenu);
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-- context:addSubMenu(operateOption, operateMenu);
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-- -- todo add checks so that we don't show these menus if a player has already beeen operated or amputated
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-- for k, v in ipairs(GetBodyParts()) do
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-- cutMenu:addOption(getText('UI_ContextMenu_' .. v), worldobjects, otherPlayerLocal, v, "Cut", clickedPlayer)
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-- operateMenu:addOption(getText('UI_ContextMenu_' .. v), worldobjects, otherPlayerLocal, v, "Operate", clickedPlayer);
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-- end
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-- end
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-- end
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-- end
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--Events.OnTick.Add(TheOnlyCure.CheckState);
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Events.OnFillWorldObjectContextMenu.Add(ISWorldObjectContextMenu.OnFillOperateWithOven) -- this is probably too much
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@@ -115,25 +115,19 @@ function OperateArm(partName, surgeonFact, useOven)
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stats:setStress(100);
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stats:setStress(100);
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end
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end
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if toc_data[partName].is_operated == false then
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toc_data[partName].is_operated = true
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toc_data[partName].cicatrization_time = toc_data[partName].cicatrization_time - (surgeonFact * 200)
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if useOven then toc_data[partName].is_cauterized = true end
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for depended_k, depended_v in pairs(toc_data[partName].depends_on) do
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toc_data[depended_v].is_operated = true
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toc_data[depended_v].cicatrization_time = toc_data[depended_v].cicatrization_time - (surgeonFact * 200)
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if useOven then toc_data[depended_v].is_cauterized = true end
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for k,v in pairs(GetBodyParts()) do
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if not toc_data[v].is_operated then
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toc_data[v].is_operated = true
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toc_data[v].cicatrization_time = toc_data[v].cicatrization_time - (surgeonFact * 200)
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if useOven then toc_data[v].is_cauterized = true end
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for depended_k, depended_v in pairs(toc_data[v].depends_on) do
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toc_data[depended_v].is_operated = true
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toc_data[depended_v].cicatrization_time = toc_data[depended_v].cicatrization_time - (surgeonFact * 200)
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if useOven then toc_data[depended_v].is_cauterized = true end
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end
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end
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end
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end
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end
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SetBodyPartsStatus(player, partName, useOven)
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SetBodyPartsStatus(player, partName, useOven)
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player:transmitModData();
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player:transmitModData();
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end
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end
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@@ -180,9 +174,8 @@ function SetBodyPartsStatus(player, partName, useOven)
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tmpBodyPart:setBleeding(false)
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tmpBodyPart:setBleeding(false)
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tmpBodyPart:setBleedingTime(0) -- no bleeding since it's been cauterized
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tmpBodyPart:setBleedingTime(0) -- no bleeding since it's been cauterized
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else
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else
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tmpBodyPart:setBleeding(true);
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tmpBodyPart:setBleeding(true);
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tmpBodyPart:setBleedingTime(10); -- Reset the bleeding
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tmpBodyPart:setBleedingTime(ZombRand(1, 5)); -- Reset the bleeding, maybe make it random
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end
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end
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end
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end
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@@ -47,9 +47,9 @@ end
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end
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end
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elseif partData.is_cut and partData.is_cicatrized and not partData.has_prothesis_equipped and partData.is_amputation_shown then -- Cut and heal
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elseif partData.is_cut and partData.is_cicatrized and not partData.has_prothesis_equipped and partData.is_amputation_shown then -- Cut and heal
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name = "media/ui/TOC/" .. partName .. "/Cut.png";
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name = "media/ui/TOC/" .. partName .. "/Cut.png";
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elseif partData.is_cut and not partData.is_cicatrized and partData.is_amputation_shown and not partData.IsOperated then -- Cut not heal
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elseif partData.is_cut and not partData.is_cicatrized and partData.is_amputation_shown and not partData.is_operated then -- Cut not heal
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name = "media/ui/TOC/" .. partName .. "/Bleed.png";
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name = "media/ui/TOC/" .. partName .. "/Bleed.png";
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elseif partData.is_cut and not partData.is_cicatrized and partData.is_amputation_shown and partData.IsOperated then -- Cut not heal
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elseif partData.is_cut and not partData.is_cicatrized and partData.is_amputation_shown and partData.is_operated then -- Cut not heal
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name = "media/ui/TOC/" .. partName .. "/Operate.png";
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name = "media/ui/TOC/" .. partName .. "/Operate.png";
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elseif partData.is_cut and not partData.is_amputation_shown then -- Empty (like hand if forearm cut)
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elseif partData.is_cut and not partData.is_amputation_shown then -- Empty (like hand if forearm cut)
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name = "media/ui/TOC/Empty.png";
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name = "media/ui/TOC/Empty.png";
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@@ -154,7 +154,7 @@ local function setDescUI(partName)
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-- Cut but not healed
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-- Cut but not healed
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elseif partData.is_cut and not partData.is_cicatrized and partData.is_amputation_shown then
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elseif partData.is_cut and not partData.is_cicatrized and partData.is_amputation_shown then
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if partData.IsOperated then
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if partData.is_operated then
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if partData.cicatrization_time > 1000 then
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if partData.cicatrization_time > 1000 then
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descUI["textEtat"]:setText("Still a long way to go")
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descUI["textEtat"]:setText("Still a long way to go")
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descUI["textEtat"]:setColor(1, 0.8, 1, 0.2);
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descUI["textEtat"]:setColor(1, 0.8, 1, 0.2);
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@@ -181,7 +181,7 @@ local function setDescUI(partName)
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-- Set visibility
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-- Set visibility
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if partData.IsOperated then
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if partData.is_operated then
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descUI["b1"]:setVisible(false);
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descUI["b1"]:setVisible(false);
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else
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else
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descUI["b1"]:setText("Operate");
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descUI["b1"]:setText("Operate");
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@@ -1,3 +1,9 @@
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if not TheOnlyCure then
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TheOnlyCure = {}
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end
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local function dropItem(player, modData)
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local function dropItem(player, modData)
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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 (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() ~= nil then
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