Unstable 0.1500.5.0 (almost forgor edition 💀)
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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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