Start restructure of game data to support save/load
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@@ -37,14 +37,14 @@ public partial class ConsumableItem : Node3D, IUsableItem
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public void Use()
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{
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if (Player.Stats.CurrentHP.Value == Player.Stats.MaximumHP.Value && _consumableItemStats.RaiseHPAmount > 0)
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if (Player.Stats.CurrentHP == Player.Stats.MaximumHP && _consumableItemStats.RaiseHPAmount > 0)
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Player.RaiseHP(_consumableItemStats.RaiseHPAmount);
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if (Player.Stats.CurrentVT.Value == Player.Stats.MaximumVT.Value && _consumableItemStats.RaiseVTAmount > 0)
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if (Player.Stats.CurrentVT == Player.Stats.MaximumVT && _consumableItemStats.RaiseVTAmount > 0)
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Player.RaiseVT(_consumableItemStats.RaiseVTAmount);
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if (_consumableItemStats.HealHPAmount > 0 && Player.Stats.CurrentHP.Value != Player.Stats.MaximumHP.Value)
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if (_consumableItemStats.HealHPAmount > 0 && Player.Stats.CurrentHP != Player.Stats.MaximumHP)
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Player.HealHP(_consumableItemStats.HealHPAmount);
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if (_consumableItemStats.HealVTAmount > 0 && Player.Stats.CurrentVT.Value != Player.Stats.MaximumVT.Value)
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if (_consumableItemStats.HealVTAmount > 0 && Player.Stats.CurrentVT != Player.Stats.MaximumVT)
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Player.HealVT(_consumableItemStats.HealVTAmount);
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}
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