diff --git a/Libraries/SPTarkov.Server.Core/Generators/RepeatableQuestGenerator.cs b/Libraries/SPTarkov.Server.Core/Generators/RepeatableQuestGenerator.cs
index c83015b9..7727cef6 100644
--- a/Libraries/SPTarkov.Server.Core/Generators/RepeatableQuestGenerator.cs
+++ b/Libraries/SPTarkov.Server.Core/Generators/RepeatableQuestGenerator.cs
@@ -30,6 +30,36 @@ public class RepeatableQuestGenerator(
ICloner _cloner
)
{
+ ///
+ /// Body parts to present to the client as opposed to the body part information in quest data.
+ ///
+ private static readonly Dictionary> _bodyPartsToClient = new()
+ {
+ {
+ "Arms", [
+ "LeftArm",
+ "RightArm"
+ ]
+ },
+ {
+ "Legs", [
+ "LeftLeg",
+ "RightLeg"
+ ]
+ },
+ {
+ "Head", [
+ "Head"
+ ]
+ },
+ {
+ "Chest", [
+ "Chest",
+ "Stomach"
+ ]
+ },
+ };
+
protected int _maxRandomNumberAttempts = 6;
protected QuestConfig _questConfig = _configServer.GetConfig();
@@ -218,7 +248,15 @@ public class RepeatableQuestGenerator(
{
// more than one part lead to an "OR" condition hence more parts reduce the difficulty
probability += bodyPartsConfig.Probability(bodyPart).Value;
- bodyPartsToClient.Add(bodyPart);
+
+ if (_bodyPartsToClient.TryGetValue(bodyPart, out var bodyPartListToClient))
+ {
+ bodyPartsToClient.AddRange(bodyPartListToClient);
+ }
+ else
+ {
+ bodyPartsToClient.Add(bodyPart);
+ }
}
bodyPartDifficulty = 1 / probability;