function GetBodyParts() local bodyparts = { "Right_Hand", "Right_LowerArm", "Right_UpperArm", "Left_Hand", "Left_LowerArm", "Left_UpperArm" } return bodyparts end function GetProsthesisList() return {"WoodenHook", "MetalHook", "MetalHand"} end function TocFindAmputatedClothingFromPartName(part_name) return "TOC.Amputation_" .. part_name end function GetLimbsBodyPartTypes() return { BodyPartType.Hand_R, BodyPartType.ForeArm_R, BodyPartType.UpperArm_R, BodyPartType.Hand_L, BodyPartType.ForeArm_L, BodyPartType.UpperArm_L } end function GetOtherBodyPartTypes() return { BodyPartType.Torso_Upper, BodyPartType.Torso_Lower, BodyPartType.Head, BodyPartType.Neck, BodyPartType.Groin, BodyPartType.UpperLeg_L, BodyPartType.UpperLeg_R, BodyPartType.LowerLeg_L, BodyPartType.LowerLeg_R, BodyPartType.Foot_L, BodyPartType.Foot_R, BodyPartType.Back } end function GetAcceptingProsthesisBodyPartTypes() return { BodyPartType.Hand_R, BodyPartType.ForeArm_R, BodyPartType.Hand_L, BodyPartType.ForeArm_L } end function TocGetPartNameFromBodyPartType(body_part) if body_part == BodyPartType.Hand_R then return "Right_Hand" elseif body_part == BodyPartType.ForeArm_R then return "Right_LowerArm" elseif body_part == BodyPartType.UpperArm_R then return "Right_UpperArm" elseif body_part == BodyPartType.Hand_L then return "Left_Hand" elseif body_part == BodyPartType.ForeArm_L then return "Left_LowerArm" elseif body_part == BodyPartType.UpperArm_L then return "Left_UpperArm" else return nil end end -- 1:1 map of part_name to BodyPartType function TocGetBodyPartFromPartName(part_name) if part_name == "Right_Hand" then return BodyPartType.Hand_R end if part_name == "Right_LowerArm" then return BodyPartType.ForeArm_R end if part_name == "Right_UpperArm" then return BodyPartType.UpperArm_R end if part_name == "Left_Hand" then return BodyPartType.Hand_L end if part_name == "Left_LowerArm" then return BodyPartType.ForeArm_L end if part_name == "Left_UpperArm" then return BodyPartType.UpperArm_L end end -- Custom mapping to make more sense when cutting a limb function TocGetAdiacentBodyPartFromPartName(part_name) if part_name == "Right_Hand" then return BodyPartType.ForeArm_R end if part_name == "Right_LowerArm" then return BodyPartType.UpperArm_R end if part_name == "Right_UpperArm" then return BodyPartType.Torso_Upper end if part_name == "Left_Hand" then return BodyPartType.ForeArm_L end if part_name == "Left_LowerArm" then return BodyPartType.UpperArm_L end if part_name == "Left_UpperArm" then return BodyPartType.Torso_Upper end end function TocFindCorrectClothingProsthesis(item_name, part_name) local correct_name = "TOC.Prost_" .. part_name .. "_" .. item_name return correct_name end function TocGetAmputationItemInInventory(player, part_name) local player_inventory = player:getInventory() local amputation_item_name = TocFindAmputationOrProsthesisName(part_name, player, "Amputation") local amputation_item = player_inventory:FindAndReturn(amputation_item_name) return amputation_item end function TocGetSawInInventory(surgeon) local player_inv = surgeon:getInventory() local item = player_inv:getItemFromType("Saw") or player_inv:getItemFromType("GardenSaw") or player_inv:getItemFromType("Chainsaw") return item end