Unstable 0.1500.5.0 (almost forgor edition 💀)
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@@ -191,6 +191,30 @@ namespace Barotrauma
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(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
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}
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public Color GetFaceTint()
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{
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if (Strength < Prefab.ActivationThreshold) { return Color.TransparentBlack; }
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AfflictionPrefab.Effect currentEffect = GetActiveEffect();
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if (currentEffect == null) { return Color.TransparentBlack; }
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return Color.Lerp(
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currentEffect.MinFaceTint,
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currentEffect.MaxFaceTint,
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(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
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}
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public Color GetBodyTint()
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{
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if (Strength < Prefab.ActivationThreshold) { return Color.TransparentBlack; }
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AfflictionPrefab.Effect currentEffect = GetActiveEffect();
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if (currentEffect == null) { return Color.TransparentBlack; }
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return Color.Lerp(
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currentEffect.MinBodyTint,
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currentEffect.MaxBodyTint,
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(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
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}
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public float GetScreenBlurStrength()
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{
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if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
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@@ -277,6 +301,13 @@ namespace Barotrauma
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return 0.0f;
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}
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public bool HasFlag(AbilityFlags flagType)
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{
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if (!(GetViableEffect() is AfflictionPrefab.Effect currentEffect)) { return false; }
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return currentEffect.AfflictionAbilityFlags.Contains(flagType);
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}
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private AfflictionPrefab.Effect GetViableEffect()
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{
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if (Strength < Prefab.ActivationThreshold) { return null; }
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+6
@@ -3,6 +3,7 @@ using System.Linq;
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using System.Xml.Linq;
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using System;
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using Barotrauma.Extensions;
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using Microsoft.Xna.Framework;
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namespace Barotrauma
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{
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@@ -216,6 +217,11 @@ namespace Barotrauma
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XElement parentElement = new XElement("CharacterInfo");
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XElement infoElement = character.Info?.Save(parentElement);
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CharacterInfo huskCharacterInfo = infoElement == null ? null : new CharacterInfo(infoElement);
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var bodyTint = GetBodyTint();
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huskCharacterInfo.SkinColor =
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Color.Lerp(huskCharacterInfo.SkinColor, bodyTint.Opaque(), bodyTint.A / 255.0f);
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var husk = Character.Create(huskedSpeciesName, character.WorldPosition, ToolBox.RandomSeed(8), huskCharacterInfo, isRemotePlayer: false, hasAi: true);
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if (husk.Info != null)
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{
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+20
-4
@@ -1,11 +1,10 @@
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using Microsoft.Xna.Framework;
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using Barotrauma.Abilities;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Xml.Linq;
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using System.Linq;
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using System.Security.Cryptography;
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using Barotrauma.Abilities;
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namespace Barotrauma
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{
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@@ -223,7 +222,20 @@ namespace Barotrauma
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[Serialize("", false)]
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public string DialogFlag { get; private set; }
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[Serialize("0,0,0,0", false)]
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public Color MinFaceTint { get; private set; }
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[Serialize("0,0,0,0", false)]
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public Color MaxFaceTint { get; private set; }
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[Serialize("0,0,0,0", false)]
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public Color MinBodyTint { get; private set; }
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[Serialize("0,0,0,0", false)]
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public Color MaxBodyTint { get; private set; }
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public readonly Dictionary<StatTypes, (float minValue, float maxValue)> AfflictionStatValues = new Dictionary<StatTypes, (float minValue, float maxValue)>();
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public readonly HashSet<AbilityFlags> AfflictionAbilityFlags = new HashSet<AbilityFlags>();
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//statuseffects applied on the character when the affliction is active
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public readonly List<StatusEffect> StatusEffects = new List<StatusEffect>();
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@@ -250,6 +262,10 @@ namespace Barotrauma
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AfflictionStatValues.TryAdd(statType, (minValue, maxValue));
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break;
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case "abilityflag":
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var flagType = CharacterAbilityGroup.ParseFlagType(subElement.GetAttributeString("flagtype", ""), parentDebugName);
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AfflictionAbilityFlags.Add(flagType);
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break;
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}
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}
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}
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@@ -133,7 +133,7 @@ namespace Barotrauma
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public bool IsUnconscious
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{
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get { return Vitality <= 0.0f || Character.IsDead; }
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get { return (Vitality <= 0.0f || Character.IsDead) && !Character.HasAbilityFlag(AbilityFlags.AlwaysStayConscious); }
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}
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public float PressureKillDelay { get; private set; } = 5.0f;
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@@ -169,6 +169,20 @@ namespace Barotrauma
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}
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}
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public Color DefaultFaceTint = Color.TransparentBlack;
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public Color FaceTint
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{
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get;
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private set;
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}
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public Color BodyTint
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{
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get;
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private set;
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}
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public float OxygenAmount
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{
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get
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@@ -409,7 +423,7 @@ namespace Barotrauma
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return strength;
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}
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public void ApplyAffliction(Limb targetLimb, Affliction affliction)
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public void ApplyAffliction(Limb targetLimb, Affliction affliction, bool allowStacking = true)
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{
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if (!affliction.Prefab.IsBuff && Unkillable || Character.GodMode) { return; }
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if (affliction.Prefab.LimbSpecific)
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@@ -419,17 +433,17 @@ namespace Barotrauma
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//if a limb-specific affliction is applied to no specific limb, apply to all limbs
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foreach (LimbHealth limbHealth in limbHealths)
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{
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AddLimbAffliction(limbHealth, affliction);
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AddLimbAffliction(limbHealth, affliction, allowStacking: allowStacking);
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}
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}
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else
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{
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AddLimbAffliction(targetLimb, affliction);
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AddLimbAffliction(targetLimb, affliction, allowStacking: allowStacking);
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}
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}
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else
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{
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AddAffliction(affliction);
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AddAffliction(affliction, allowStacking: allowStacking);
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}
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}
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@@ -453,6 +467,15 @@ namespace Barotrauma
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return value;
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}
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public bool HasFlag(AbilityFlags flagType)
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{
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for (int i = 0; i < afflictions.Count; i++)
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{
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if (afflictions[i].HasFlag(flagType)) { return true; }
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}
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return false;
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}
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private readonly List<Affliction> matchingAfflictions = new List<Affliction>();
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public void ReduceAffliction(Limb targetLimb, string affliction, float amount, ActionType? treatmentAction = null)
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{
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@@ -671,6 +694,7 @@ namespace Barotrauma
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private void AddAffliction(Affliction newAffliction, bool allowStacking = true)
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{
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if (!DoesBleed && newAffliction is AfflictionBleeding) { return; }
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if (Character.Params.Health.StunImmunity && newAffliction.Prefab.AfflictionType == "stun") { return; }
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if (!Character.NeedsOxygen && newAffliction.Prefab == AfflictionPrefab.OxygenLow) { return; }
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if (newAffliction.Prefab is AfflictionPrefabHusk huskPrefab)
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{
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@@ -725,6 +749,8 @@ namespace Barotrauma
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StunTimer = Stun > 0 ? StunTimer + deltaTime : 0;
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FaceTint = DefaultFaceTint;
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for (int i = 0; i < limbHealths.Count; i++)
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{
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for (int j = limbHealths[i].Afflictions.Count - 1; j >= 0; j--)
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@@ -749,10 +775,14 @@ namespace Barotrauma
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{
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UpdateBleedingProjSpecific(bleeding, targetLimb, deltaTime);
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}
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Color faceTint = affliction.GetFaceTint();
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if (faceTint.A > FaceTint.A) { FaceTint = faceTint; }
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Color bodyTint = affliction.GetBodyTint();
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if (bodyTint.A > BodyTint.A) { BodyTint = bodyTint; }
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Character.StackSpeedMultiplier(affliction.GetSpeedMultiplier());
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}
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}
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for (int i = afflictions.Count - 1; i >= 0; i--)
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{
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var affliction = afflictions[i];
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@@ -768,6 +798,10 @@ namespace Barotrauma
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var affliction = afflictions[i];
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affliction.Update(this, null, deltaTime);
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affliction.DamagePerSecondTimer += deltaTime;
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Color faceTint = affliction.GetFaceTint();
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if (faceTint.A > FaceTint.A) { FaceTint = faceTint; }
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Color bodyTint = affliction.GetBodyTint();
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if (bodyTint.A > BodyTint.A) { BodyTint = bodyTint; }
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Character.StackSpeedMultiplier(affliction.GetSpeedMultiplier());
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}
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