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Mar 26th, 2017
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  1. function BeardLib.Utils:GetCleanedWeaponData(unit)
  2. local player_inv = unit and unit:inventory() or managers.player:player_unit():inventory()
  3. log(tostring( player_inv:equipped_unit():base() ))
  4. log(tostring( player_inv:equipped_unit():base()._factory_id ))
  5. local weapon_id = managers.weapon_factory:get_weapon_id_by_factory_id(player_inv:equipped_unit():base()._factory_id or player_inv:equipped_unit():name())
  6. log(tostring( weapon_id ))
  7. log(tostring( tweak_data.weapon[weapon_id] ))
  8. local new_weap_name = self.WeapConv[tweak_data.weapon[weapon_id].use_data.selection_index]
  9. return PlayerInventory._get_weapon_sync_index(new_weap_name), managers.weapon_factory:blueprint_to_string(new_weap_name, tweak_data.weapon.factory[new_weap_name].default_blueprint)
  10. end
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