Unstable v0.19.1.0
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@@ -909,19 +909,11 @@ namespace Barotrauma
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float vitalityDecrease = affliction.GetVitalityDecrease(this);
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if (limbHealth != null)
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{
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if (limbHealth.VitalityMultipliers.ContainsKey(affliction.Prefab.Identifier))
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{
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vitalityDecrease *= limbHealth.VitalityMultipliers[affliction.Prefab.Identifier];
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}
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if (limbHealth.VitalityTypeMultipliers.ContainsKey(affliction.Prefab.AfflictionType))
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{
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vitalityDecrease *= limbHealth.VitalityTypeMultipliers[affliction.Prefab.AfflictionType];
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}
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vitalityDecrease *= GetVitalityMultiplier(affliction, limbHealth);
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}
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Vitality -= vitalityDecrease;
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affliction.CalculateDamagePerSecond(vitalityDecrease);
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}
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#if CLIENT
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if (IsUnconscious)
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{
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@@ -930,6 +922,33 @@ namespace Barotrauma
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#endif
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}
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private float GetVitalityMultiplier(Affliction affliction, LimbHealth limbHealth)
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{
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float multiplier = 1.0f;
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if (limbHealth.VitalityMultipliers.TryGetValue(affliction.Prefab.Identifier, out float vitalityMultiplier))
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{
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multiplier *= vitalityMultiplier;
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}
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if (limbHealth.VitalityTypeMultipliers.TryGetValue(affliction.Prefab.AfflictionType, out float vitalityTypeMultiplier))
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{
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multiplier *= vitalityTypeMultiplier;
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}
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return multiplier;
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}
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/// <summary>
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/// How much vitality the affliction reduces, taking into account the effects of vitality modifiers on the limb the affliction is on (if limb-based)
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/// </summary>
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private float GetVitalityDecreaseWithVitalityMultipliers(Affliction affliction)
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{
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float vitalityDecrease = affliction.GetVitalityDecrease(this);
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if (afflictions.TryGetValue(affliction, out LimbHealth limbHealth) && limbHealth != null)
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{
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vitalityDecrease *= GetVitalityMultiplier(affliction, limbHealth);
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}
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return vitalityDecrease;
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}
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private void Kill()
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{
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if (Unkillable || Character.GodMode) { return; }
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