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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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