Build 0.20.15.0
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@@ -146,12 +146,6 @@ namespace Barotrauma
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{
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return minVitality;
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}
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if (Character.HasAbilityFlag(AbilityFlags.CanNotDieToAfflictions))
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{
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return Math.Max(vitality, MinVitality + 1);
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}
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return vitality;
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}
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@@ -587,6 +581,15 @@ namespace Barotrauma
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}
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}
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private void KillIfOutOfVitality()
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{
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if (Vitality <= MinVitality &&
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!Character.HasAbilityFlag(AbilityFlags.CanNotDieToAfflictions))
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{
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Kill();
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}
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}
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private readonly static List<Affliction> afflictionsToRemove = new List<Affliction>();
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private readonly static List<KeyValuePair<Affliction, LimbHealth>> afflictionsToUpdate = new List<KeyValuePair<Affliction, LimbHealth>>();
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public void SetAllDamage(float damageAmount, float bleedingDamageAmount, float burnDamageAmount)
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@@ -611,7 +614,7 @@ namespace Barotrauma
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}
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CalculateVitality();
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if (Vitality <= MinVitality) { Kill(); }
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KillIfOutOfVitality();
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}
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public float GetLimbDamage(Limb limb, string afflictionType = null)
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@@ -735,10 +738,7 @@ namespace Barotrauma
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existingAffliction.Duration = existingAffliction.Prefab.Duration;
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if (newAffliction.Source != null) { existingAffliction.Source = newAffliction.Source; }
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CalculateVitality();
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if (Vitality <= MinVitality)
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{
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Kill();
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}
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KillIfOutOfVitality();
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return;
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}
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@@ -752,10 +752,7 @@ namespace Barotrauma
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Character.HealthUpdateInterval = 0.0f;
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CalculateVitality();
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if (Vitality <= MinVitality)
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{
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Kill();
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}
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KillIfOutOfVitality();
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#if CLIENT
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if (OpenHealthWindow != this && limbHealth != null)
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{
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@@ -850,11 +847,7 @@ namespace Barotrauma
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}
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#endif
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CalculateVitality();
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if (Vitality <= MinVitality)
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{
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Kill();
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}
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KillIfOutOfVitality();
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}
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}
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