Unstable 0.1500.5.0 (almost forgor edition 💀)
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@@ -679,6 +679,14 @@ namespace Barotrauma
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{
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clr = clr.Multiply(character.Info.SkinColor);
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}
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if (character.CharacterHealth.FaceTint.A > 0 && type == LimbType.Head)
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{
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clr = Color.Lerp(clr, character.CharacterHealth.FaceTint.Opaque(), character.CharacterHealth.FaceTint.A / 255.0f);
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}
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if (character.CharacterHealth.BodyTint.A > 0)
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{
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clr = Color.Lerp(clr, character.CharacterHealth.BodyTint.Opaque(), character.CharacterHealth.BodyTint.A / 255.0f);
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}
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}
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Color color = new Color((byte)(clr.R * brightness), (byte)(clr.G * brightness), (byte)(clr.B * brightness), clr.A);
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Color blankColor = new Color(brightness, brightness, brightness, 1);
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@@ -720,6 +728,7 @@ namespace Barotrauma
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}
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body.UpdateDrawPosition();
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float depthStep = 0.000001f;
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if (!hideLimb)
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{
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@@ -794,7 +803,7 @@ namespace Barotrauma
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}
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else
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{
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body.Draw(spriteBatch, conditionalSprite.Sprite, color, null, Scale * TextureScale, Params.MirrorHorizontally, Params.MirrorVertically);
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body.Draw(spriteBatch, conditionalSprite.Sprite, color, depth: activeSprite.Depth - (depthStep * 50), Scale * TextureScale, Params.MirrorHorizontally, Params.MirrorVertically);
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}
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}
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}
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@@ -809,7 +818,7 @@ namespace Barotrauma
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new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
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color * Math.Min(damageOverlayStrength, 1.0f), activeSprite.Origin,
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-body.DrawRotation,
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Scale, spriteEffect, activeSprite.Depth - 0.0000015f);
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Scale, spriteEffect, activeSprite.Depth - (depthStep * 90));
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}
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foreach (var decorativeSprite in DecorativeSprites)
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{
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@@ -827,9 +836,8 @@ namespace Barotrauma
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Vector2 transformedOffset = new Vector2(ca * offset.X + sa * offset.Y, -sa * offset.X + ca * offset.Y);
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decorativeSprite.Sprite.Draw(spriteBatch, new Vector2(body.DrawPosition.X + transformedOffset.X, -(body.DrawPosition.Y + transformedOffset.Y)), c,
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-body.Rotation + rotation, decorativeSprite.GetScale(spriteAnimState[decorativeSprite].RandomScaleFactor) * Scale, spriteEffect,
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depth: decorativeSprite.Sprite.Depth);
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depth: activeSprite.Depth - (depthStep * 100));
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}
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float depthStep = 0.000001f;
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float step = depthStep;
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WearableSprite onlyDrawable = wearingItems.Find(w => w.HideOtherWearables);
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if (Params.MirrorHorizontally)
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