2f107db...5202af9
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@@ -73,7 +73,7 @@ namespace Barotrauma.Items.Components
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visibleCharacters.Clear();
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foreach (Character c in Character.CharacterList)
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{
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if (c == equipper) continue;
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if (c == equipper || !c.Enabled || c.Removed) { continue; }
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float dist = Vector2.DistanceSquared(equipper.WorldPosition, c.WorldPosition);
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if (dist < Range * Range)
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@@ -111,10 +111,9 @@ namespace Barotrauma.Items.Components
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Character closestCharacter = null;
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float closestDist = float.PositiveInfinity;
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foreach (Character c in visibleCharacters)
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{
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if (c == character) continue;
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if (c == character || !c.Enabled || c.Removed) { continue; }
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float dist = Vector2.DistanceSquared(GameMain.GameScreen.Cam.ScreenToWorld(PlayerInput.MousePosition), c.WorldPosition);
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if (dist < closestDist)
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@@ -175,14 +174,14 @@ namespace Barotrauma.Items.Components
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{
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int bleedingTextIndex = MathHelper.Clamp((int)Math.Floor(target.Bleeding / 100.0f) * BleedingTexts.Length, 0, BleedingTexts.Length - 1);
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texts.Add(BleedingTexts[bleedingTextIndex]);
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textColors.Add(Color.Lerp(Color.Red, Color.Green, target.Bleeding / 100.0f));
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textColors.Add(Color.Lerp(Color.Orange, Color.Red, target.Bleeding / 100.0f));
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}
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var allAfflictions = target.CharacterHealth.GetAllAfflictions();
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Dictionary<AfflictionPrefab, float> combinedAfflictionStrengths = new Dictionary<AfflictionPrefab, float>();
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foreach (Affliction affliction in allAfflictions)
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{
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if (affliction.Strength < affliction.Prefab.ActivationThreshold || affliction.Strength < affliction.Prefab.ShowIconThreshold) continue;
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if (affliction.Strength < affliction.Prefab.ActivationThreshold || affliction.Strength <= 0.0f) continue;
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if (combinedAfflictionStrengths.ContainsKey(affliction.Prefab))
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{
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combinedAfflictionStrengths[affliction.Prefab] += affliction.Strength;
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@@ -196,7 +195,7 @@ namespace Barotrauma.Items.Components
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foreach (AfflictionPrefab affliction in combinedAfflictionStrengths.Keys)
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{
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texts.Add(affliction.Name + ": " + ((int)combinedAfflictionStrengths[affliction]).ToString() + " %");
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textColors.Add(Color.Lerp(Color.Red, Color.Green, combinedAfflictionStrengths[affliction] / affliction.MaxStrength));
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textColors.Add(Color.Lerp(Color.Orange, Color.Red, combinedAfflictionStrengths[affliction] / affliction.MaxStrength));
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}
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}
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@@ -204,6 +203,9 @@ namespace Barotrauma.Items.Components
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hudPos.X += 5.0f;
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hudPos.Y += 24.0f;
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hudPos.X = (int)hudPos.X;
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hudPos.Y = (int)hudPos.Y;
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for (int i = 1; i < texts.Count; i++)
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{
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GUI.DrawString(spriteBatch, hudPos, texts[i], textColors[i] * alpha, Color.Black * 0.7f * alpha, 2, GUI.SmallFont);
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