Faction Test v1.0.1.0
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@@ -127,6 +127,7 @@ namespace Barotrauma
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hull.AddDecal(decal, worldPosition, decalSize, isNetworkEvent: false);
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}
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Attack.DamageMultiplier = 1.0f;
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float displayRange = Attack.Range;
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if (damageSource is Item sourceItem)
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{
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@@ -192,6 +193,12 @@ namespace Barotrauma
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item.Condition -= item.MaxCondition * EmpStrength * distFactor;
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}
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var lightComponent = item.GetComponent<LightComponent>();
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if (lightComponent != null)
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{
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lightComponent.TemporaryFlickerTimer = Math.Min(EmpStrength * distFactor, 10.0f);
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}
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//discharge batteries
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var powerContainer = item.GetComponent<PowerContainer>();
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if (powerContainer != null)
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@@ -264,7 +271,7 @@ namespace Barotrauma
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if (item.Prefab.DamagedByExplosions && !item.Indestructible)
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{
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float distFactor = 1.0f - dist / displayRange;
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float damageAmount = Attack.GetItemDamage(1.0f) * item.Prefab.ExplosionDamageMultiplier;
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float damageAmount = Attack.GetItemDamage(1.0f, item.Prefab.ExplosionDamageMultiplier);
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Vector2 explosionPos = worldPosition;
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if (item.Submarine != null) { explosionPos -= item.Submarine.Position; }
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@@ -352,7 +359,7 @@ namespace Barotrauma
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if (affliction.DivideByLimbCount)
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{
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float limbCountFactor = distFactors.Count;
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if (affliction.Prefab.LimbSpecific && affliction.Prefab.AfflictionType == "damage")
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if (affliction.Prefab.LimbSpecific && affliction.Prefab.AfflictionType == AfflictionPrefab.DamageType)
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{
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// Shouldn't go above 15, or the damage can be unexpectedly low -> doesn't break armor
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// Effectively this makes large explosions more effective against large creatures (because more limbs are affected), but I don't think that's necessarily a bad thing.
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