Unstable v0.19.1.0
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@@ -1461,7 +1461,7 @@ namespace Barotrauma
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description.RectTransform.Resize(new Point(description.Rect.Width, (int)(description.TextSize.Y + 10)));
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int vitalityDecrease = (int)affliction.GetVitalityDecrease(this);
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int vitalityDecrease = (int)GetVitalityDecreaseWithVitalityMultipliers(affliction);
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if (vitalityDecrease == 0)
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{
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vitality.Visible = false;
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@@ -1503,7 +1503,7 @@ namespace Barotrauma
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foreach (Affliction affliction in afflictions)
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{
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float afflictionVitalityDecrease = affliction.GetVitalityDecrease(this);
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float afflictionVitalityDecrease = GetVitalityDecreaseWithVitalityMultipliers(affliction);
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Color afflictionEffectColor = Color.White;
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if (afflictionVitalityDecrease > 0.0f)
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{
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@@ -1586,7 +1586,7 @@ namespace Barotrauma
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affliction.Strength / affliction.Prefab.MaxStrength);
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var vitalityText = labelContainer.GetChildByUserData("vitality") as GUITextBlock;
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int vitalityDecrease = (int)affliction.GetVitalityDecrease(this);
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int vitalityDecrease = (int)GetVitalityDecreaseWithVitalityMultipliers(affliction);
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if (vitalityDecrease == 0)
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{
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vitalityText.Visible = false;
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@@ -1604,7 +1604,7 @@ namespace Barotrauma
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{
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//items can be dropped outside the health window
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if (!ignoreMousePos &&
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!healthWindow.Rect.Contains(PlayerInput.MousePosition) )
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!healthWindow.Rect.Contains(PlayerInput.MousePosition))
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{
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return false;
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}
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@@ -1620,10 +1620,10 @@ namespace Barotrauma
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}
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}
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Limb targetLimb = Character.AnimController.Limbs.FirstOrDefault(l => l.HealthIndex == selectedLimbIndex);
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Limb targetLimb =
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Character.AnimController.Limbs.FirstOrDefault(l => l.HealthIndex == selectedLimbIndex) ??
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Character.AnimController.MainLimb;
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item.ApplyTreatment(Character.Controlled, Character, targetLimb);
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return true;
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}
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private void UpdateLimbIndicators(float deltaTime, Rectangle drawArea)
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@@ -1686,7 +1686,7 @@ namespace Barotrauma
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if (!affliction.ShouldShowIcon(Character)) { continue; }
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if (!affliction.Prefab.IsBuff)
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{
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negativeEffect += affliction.Strength;
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negativeEffect += affliction.Strength * GetVitalityMultiplier(affliction, limbHealth);
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}
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else
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{
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