Fixed Evil's obsession with OnKeyUpdate.
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@@ -76,7 +76,7 @@ internal interface IEventAfflictionUpdate : IEvent<IEventAfflictionUpdate>
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static IEventAfflictionUpdate IEvent<IEventAfflictionUpdate>.GetLuaRunner(IDictionary<string, LuaCsFunc> luaFunc) => new
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static IEventAfflictionUpdate IEvent<IEventAfflictionUpdate>.GetLuaRunner(IDictionary<string, LuaCsFunc> luaFunc) => new
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{
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{
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IsLuaRunner = Return<bool>.Arguments(() => true),
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IsLuaRunner = Return<bool>.Arguments(() => true),
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OnKeyUpdate = ReturnVoid.Arguments((Affliction affliction, CharacterHealth characterHealth, Limb targetLimb, float deltaTime) => luaFunc[nameof(OnAfflictionUpdate)](affliction, characterHealth, targetLimb, deltaTime))
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OnAfflictionUpdate = ReturnVoid.Arguments((Affliction affliction, CharacterHealth characterHealth, Limb targetLimb, float deltaTime) => luaFunc[nameof(OnAfflictionUpdate)](affliction, characterHealth, targetLimb, deltaTime))
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}.ActLike<IEventAfflictionUpdate>();
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}.ActLike<IEventAfflictionUpdate>();
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}
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}
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@@ -86,7 +86,7 @@ internal interface IEventGiveCharacterJobItems : IEvent<IEventGiveCharacterJobIt
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static IEventGiveCharacterJobItems IEvent<IEventGiveCharacterJobItems>.GetLuaRunner(IDictionary<string, LuaCsFunc> luaFunc) => new
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static IEventGiveCharacterJobItems IEvent<IEventGiveCharacterJobItems>.GetLuaRunner(IDictionary<string, LuaCsFunc> luaFunc) => new
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{
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{
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IsLuaRunner = Return<bool>.Arguments(() => true),
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IsLuaRunner = Return<bool>.Arguments(() => true),
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OnKeyUpdate = ReturnVoid.Arguments((Character character, WayPoint spawnPoint, bool isPvPMode) => luaFunc[nameof(OnGiveCharacterJobItems)](character, spawnPoint, isPvPMode))
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OnGiveCharacterJobItems = ReturnVoid.Arguments((Character character, WayPoint spawnPoint, bool isPvPMode) => luaFunc[nameof(OnGiveCharacterJobItems)](character, spawnPoint, isPvPMode))
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}.ActLike<IEventGiveCharacterJobItems>();
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}.ActLike<IEventGiveCharacterJobItems>();
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}
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}
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@@ -96,7 +96,7 @@ internal interface IEventCharacterCreated : IEvent<IEventCharacterCreated>
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static IEventCharacterCreated IEvent<IEventCharacterCreated>.GetLuaRunner(IDictionary<string, LuaCsFunc> luaFunc) => new
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static IEventCharacterCreated IEvent<IEventCharacterCreated>.GetLuaRunner(IDictionary<string, LuaCsFunc> luaFunc) => new
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{
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{
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IsLuaRunner = Return<bool>.Arguments(() => true),
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IsLuaRunner = Return<bool>.Arguments(() => true),
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OnKeyUpdate = ReturnVoid.Arguments((Character character) => luaFunc[nameof(OnCharacterCreated)](character))
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OnCharacterCreated = ReturnVoid.Arguments((Character character) => luaFunc[nameof(OnCharacterCreated)](character))
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}.ActLike<IEventCharacterCreated>();
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}.ActLike<IEventCharacterCreated>();
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}
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}
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@@ -107,7 +107,7 @@ internal interface IEventHumanCPRFailed : IEvent<IEventHumanCPRFailed>
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static IEventHumanCPRFailed IEvent<IEventHumanCPRFailed>.GetLuaRunner(IDictionary<string, LuaCsFunc> luaFunc) => new
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static IEventHumanCPRFailed IEvent<IEventHumanCPRFailed>.GetLuaRunner(IDictionary<string, LuaCsFunc> luaFunc) => new
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{
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{
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IsLuaRunner = Return<bool>.Arguments(() => true),
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IsLuaRunner = Return<bool>.Arguments(() => true),
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OnKeyUpdate = ReturnVoid.Arguments((Character character) => luaFunc[nameof(OnHumanCPRFailed)](character))
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OnHumanCPRFailed = ReturnVoid.Arguments((Character character) => luaFunc[nameof(OnHumanCPRFailed)](character))
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}.ActLike<IEventHumanCPRFailed>();
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}.ActLike<IEventHumanCPRFailed>();
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}
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}
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@@ -118,7 +118,7 @@ internal interface IEventHumanCPRSuccess : IEvent<IEventHumanCPRSuccess>
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static IEventHumanCPRSuccess IEvent<IEventHumanCPRSuccess>.GetLuaRunner(IDictionary<string, LuaCsFunc> luaFunc) => new
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static IEventHumanCPRSuccess IEvent<IEventHumanCPRSuccess>.GetLuaRunner(IDictionary<string, LuaCsFunc> luaFunc) => new
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{
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{
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IsLuaRunner = Return<bool>.Arguments(() => true),
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IsLuaRunner = Return<bool>.Arguments(() => true),
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OnKeyUpdate = ReturnVoid.Arguments((Character character) => luaFunc[nameof(OnHumanCPRSuccess)](character))
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OnHumanCPRSuccess = ReturnVoid.Arguments((Character character) => luaFunc[nameof(OnHumanCPRSuccess)](character))
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}.ActLike<IEventHumanCPRSuccess>();
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}.ActLike<IEventHumanCPRSuccess>();
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}
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}
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*/
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*/
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