Unstable v0.19.1.0

This commit is contained in:
Juan Pablo Arce
2022-08-19 13:59:08 -03:00
parent 6b55adcdd9
commit 1219615d64
192 changed files with 3875 additions and 2648 deletions
@@ -1461,7 +1461,7 @@ namespace Barotrauma
description.RectTransform.Resize(new Point(description.Rect.Width, (int)(description.TextSize.Y + 10)));
int vitalityDecrease = (int)affliction.GetVitalityDecrease(this);
int vitalityDecrease = (int)GetVitalityDecreaseWithVitalityMultipliers(affliction);
if (vitalityDecrease == 0)
{
vitality.Visible = false;
@@ -1503,7 +1503,7 @@ namespace Barotrauma
foreach (Affliction affliction in afflictions)
{
float afflictionVitalityDecrease = affliction.GetVitalityDecrease(this);
float afflictionVitalityDecrease = GetVitalityDecreaseWithVitalityMultipliers(affliction);
Color afflictionEffectColor = Color.White;
if (afflictionVitalityDecrease > 0.0f)
{
@@ -1586,7 +1586,7 @@ namespace Barotrauma
affliction.Strength / affliction.Prefab.MaxStrength);
var vitalityText = labelContainer.GetChildByUserData("vitality") as GUITextBlock;
int vitalityDecrease = (int)affliction.GetVitalityDecrease(this);
int vitalityDecrease = (int)GetVitalityDecreaseWithVitalityMultipliers(affliction);
if (vitalityDecrease == 0)
{
vitalityText.Visible = false;
@@ -1604,7 +1604,7 @@ namespace Barotrauma
{
//items can be dropped outside the health window
if (!ignoreMousePos &&
!healthWindow.Rect.Contains(PlayerInput.MousePosition) )
!healthWindow.Rect.Contains(PlayerInput.MousePosition))
{
return false;
}
@@ -1620,10 +1620,10 @@ namespace Barotrauma
}
}
Limb targetLimb = Character.AnimController.Limbs.FirstOrDefault(l => l.HealthIndex == selectedLimbIndex);
Limb targetLimb =
Character.AnimController.Limbs.FirstOrDefault(l => l.HealthIndex == selectedLimbIndex) ??
Character.AnimController.MainLimb;
item.ApplyTreatment(Character.Controlled, Character, targetLimb);
return true;
}
private void UpdateLimbIndicators(float deltaTime, Rectangle drawArea)
@@ -1686,7 +1686,7 @@ namespace Barotrauma
if (!affliction.ShouldShowIcon(Character)) { continue; }
if (!affliction.Prefab.IsBuff)
{
negativeEffect += affliction.Strength;
negativeEffect += affliction.Strength * GetVitalityMultiplier(affliction, limbHealth);
}
else
{