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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