Unstable v0.19.5.0
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@@ -505,9 +505,10 @@ namespace Barotrauma.Networking
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var characterData = campaign?.GetClientCharacterData(clients[i]);
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if (characterData != null && Level.Loaded?.Type != LevelData.LevelType.Outpost && characterData.HasSpawned)
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{
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//we need to reapply the previous respawn penalty affliction or successive deaths won't make it stack
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characterData.ApplyHealthData(character, (AfflictionPrefab ap) => ap == GetRespawnPenaltyAfflictionPrefab());
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GiveRespawnPenaltyAffliction(character);
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}
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if (characterData == null || characterData.HasSpawned)
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{
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//give the character the items they would've gotten if they had spawned in the main sub
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@@ -555,7 +556,7 @@ namespace Barotrauma.Networking
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foreach (Skill skill in characterInfo.Job.GetSkills())
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{
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var skillPrefab = characterInfo.Job.Prefab.Skills.Find(s => skill.Identifier == s.Identifier);
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if (skillPrefab == null) { continue; }
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if (skillPrefab == null || skill.Level < skillPrefab.LevelRange.End) { continue; }
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skill.Level = MathHelper.Lerp(skill.Level, skillPrefab.LevelRange.End, SkillReductionOnDeath);
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}
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}
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