Endworm & moloch immune to bleeding, showing right sub name in save file info, disable charactermode before saving, option to end round when the end of the level is reached, maintain position option in steering
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@@ -315,7 +315,7 @@ namespace Barotrauma
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//the collision is ignored if the lowest limb is under the platform
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if (lowestLimb==null || lowestLimb.Position.Y < structure.Rect.Y) return false;
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}
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else if (structure.StairDirection!=Direction.None && lowestLimb != null)
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else if (structure.StairDirection != Direction.None && lowestLimb != null)
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{
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float stairPosY = structure.StairDirection == Direction.Right ?
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lowestLimb.Position.X - structure.Rect.X : structure.Rect.Width - (lowestLimb.Position.X - structure.Rect.X);
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@@ -253,6 +253,12 @@ namespace Barotrauma
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}
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}
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public bool DoesBleed
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{
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get;
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private set;
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}
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public float PressureTimer
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{
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@@ -402,6 +408,8 @@ namespace Barotrauma
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maxHealth = ToolBox.GetAttributeFloat(doc.Root, "health", 100.0f);
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health = maxHealth;
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DoesBleed = ToolBox.GetAttributeBool(doc.Root, "doesbleed", true);
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needsAir = ToolBox.GetAttributeBool(doc.Root, "needsair", false);
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drowningTime = ToolBox.GetAttributeFloat(doc.Root, "drowningtime", 10.0f);
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@@ -958,7 +966,7 @@ namespace Barotrauma
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PressureProtection -= deltaTime*100.0f;
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}
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Health -= bleeding;
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Health -= bleeding*deltaTime;
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if (health <= 0.0f) Kill(CauseOfDeath.Bloodloss, false);
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}
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@@ -1093,9 +1101,11 @@ namespace Barotrauma
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//health -= attackResult.Damage;
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//if (health <= 0.0f && damageType == DamageType.Burn) Kill(CauseOfDeath.Burn);
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Bleeding += attackResult.Bleeding;
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if (DoesBleed)
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{
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Bleeding += attackResult.Bleeding;
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}
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return attackResult;
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}
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