2f107db...5202af9
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@@ -397,9 +397,10 @@ namespace Barotrauma
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partial void UpdateOxygenProjSpecific(float prevOxygen)
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{
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if (prevOxygen > 0.0f && OxygenAmount <= 0.0f && Character.Controlled == Character)
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if (prevOxygen > 0.0f && OxygenAmount <= 0.0f &&
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Character.Controlled == Character)
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{
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SoundPlayer.PlaySound("drown");
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SoundPlayer.PlaySound(Character.Info != null && Character.Info.Gender == Gender.Female ? "drownfemale" : "drownmale");
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}
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}
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@@ -1110,7 +1111,7 @@ namespace Barotrauma
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return medicalItems.Distinct().ToList();
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}
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private void UpdateLimbIndicators(float deltaTime, Rectangle drawArea)
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{
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limbIndicatorOverlayAnimState += deltaTime * 8.0f;
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@@ -1261,8 +1262,8 @@ namespace Barotrauma
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private void DrawLimbAfflictionIcon(SpriteBatch spriteBatch, Affliction affliction, GUIComponentStyle slotStyle, float iconScale, ref Vector2 iconPos)
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{
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Vector2 iconSize = (affliction.Prefab.Icon.size * iconScale);
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if (affliction.Strength < affliction.Prefab.ShowIconThreshold) return;
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Vector2 iconSize = (affliction.Prefab.Icon.size * iconScale);
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//afflictions that have a strength of less than 10 are faded out slightly
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float alpha = MathHelper.Lerp(0.3f, 1.0f,
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@@ -1293,10 +1294,10 @@ namespace Barotrauma
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byte afflictionCount = inc.ReadByte();
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for (int i = 0; i < afflictionCount; i++)
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{
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int afflictionPrefabIndex = inc.ReadRangedInteger(0, AfflictionPrefab.List.Count - 1);
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float afflictionStrength = inc.ReadSingle();
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AfflictionPrefab afflictionPrefab = AfflictionPrefab.List[inc.ReadRangedInteger(0, AfflictionPrefab.List.Count - 1)];
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float afflictionStrength = inc.ReadRangedSingle(0.0f, afflictionPrefab.MaxStrength, 8);
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newAfflictions.Add(new Pair<AfflictionPrefab, float>(AfflictionPrefab.List[afflictionPrefabIndex], afflictionStrength));
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newAfflictions.Add(new Pair<AfflictionPrefab, float>(afflictionPrefab, afflictionStrength));
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}
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foreach (Affliction affliction in afflictions)
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@@ -1327,10 +1328,10 @@ namespace Barotrauma
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for (int i = 0; i < limbAfflictionCount; i++)
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{
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int limbIndex = inc.ReadRangedInteger(0, limbHealths.Count - 1);
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int afflictionPrefabIndex = inc.ReadRangedInteger(0, AfflictionPrefab.List.Count - 1);
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float afflictionStrength = inc.ReadSingle();
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AfflictionPrefab afflictionPrefab = AfflictionPrefab.List[inc.ReadRangedInteger(0, AfflictionPrefab.List.Count - 1)];
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float afflictionStrength = inc.ReadRangedSingle(0.0f, afflictionPrefab.MaxStrength, 8);
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newLimbAfflictions.Add(new Triplet<LimbHealth, AfflictionPrefab, float>(limbHealths[limbIndex], AfflictionPrefab.List[afflictionPrefabIndex], afflictionStrength));
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newLimbAfflictions.Add(new Triplet<LimbHealth, AfflictionPrefab, float>(limbHealths[limbIndex], afflictionPrefab, afflictionStrength));
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}
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foreach (LimbHealth limbHealth in limbHealths)
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