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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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partial class AfflictionHusk : Affliction
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{
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partial void UpdateMessages(float prevStrength, Character character)
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{
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if (Strength < Prefab.MaxStrength * 0.5f)
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{
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if (prevStrength % 10.0f > 0.05f && Strength % 10.0f < 0.05f)
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{
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GUI.AddMessage(TextManager.Get("HuskDormant"), Color.Red);
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}
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}
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else if (Strength < Prefab.MaxStrength)
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{
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if (state == InfectionState.Dormant && Character.Controlled == character)
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{
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GUI.AddMessage(TextManager.Get("HuskCantSpeak"), Color.Red);
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}
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}
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else if (state != InfectionState.Active && Character.Controlled == character)
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{
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GUI.AddMessage(TextManager.Get("HuskActivate").Replace("[Attack]", GameMain.Config.KeyBind(InputType.Attack).ToString()),
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Color.Red);
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}
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}
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}
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}
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@@ -0,0 +1,22 @@
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namespace Barotrauma
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{
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partial class CharacterHealth
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{
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partial void UpdateLimbAfflictionOverlays()
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{
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foreach (Limb limb in Character.AnimController.Limbs)
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{
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limb.BurnOverlayStrength = 0.0f;
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limb.DamageOverlayStrength = 0.0f;
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if (limbHealths[limb.HealthIndex].Afflictions.Count == 0) continue;
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foreach (Affliction a in limbHealths[limb.HealthIndex].Afflictions)
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{
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limb.BurnOverlayStrength += a.Strength / a.Prefab.MaxStrength * a.Prefab.BurnOverlayAlpha;
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limb.DamageOverlayStrength += a.Strength / a.Prefab.MaxStrength * a.Prefab.DamageOverlayAlpha;
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}
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limb.BurnOverlayStrength /= limbHealths[limb.HealthIndex].Afflictions.Count;
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limb.DamageOverlayStrength /= limbHealths[limb.HealthIndex].Afflictions.Count;
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}
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}
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}
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}
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@@ -0,0 +1,12 @@
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namespace Barotrauma
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{
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partial class DamageModifier
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{
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[Serialize("", false)]
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public string DamageSound
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{
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get;
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private set;
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}
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}
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}
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