v0.19.8.0
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@@ -280,6 +280,7 @@ namespace Barotrauma
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cprButton = new GUIButton(new RectTransform(new Vector2(0.17f, 0.17f), characterIndicatorArea.RectTransform, Anchor.BottomLeft, scaleBasis: ScaleBasis.Smallest), text: "", style: "CPRButton")
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{
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UserData = UIHighlightAction.ElementId.CPRButton,
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OnClicked = (button, userData) =>
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{
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Character selectedCharacter = Character.Controlled?.SelectedCharacter;
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@@ -690,7 +691,7 @@ namespace Barotrauma
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{
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distortTimer = (distortTimer + deltaTime * distortSpeed) % MathHelper.TwoPi;
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Character.BlurStrength = (float)(Math.Sin(distortTimer) + 1.5f) * 0.25f * blurStrength;
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Character.DistortStrength = (float)(Math.Sin(distortTimer) + 1.0f) * 0.1f * distortStrength;
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Character.DistortStrength = (float)(Math.Sin(distortTimer) + 1.0f) * 0.05f * distortStrength;
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}
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else
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{
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@@ -1294,6 +1295,7 @@ namespace Barotrauma
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Dictionary<Identifier, float> treatmentSuitability = new Dictionary<Identifier, float>();
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GetSuitableTreatments(treatmentSuitability,
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normalize: true,
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user: Character.Controlled,
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ignoreHiddenAfflictions: true,
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limb: selectedLimbIndex == -1 ? null : Character.AnimController.Limbs.Find(l => l.HealthIndex == selectedLimbIndex));
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@@ -1337,13 +1339,13 @@ namespace Barotrauma
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};
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var innerFrame = new GUIButton(new RectTransform(Vector2.One, itemSlot.RectTransform, Anchor.Center, Pivot.Center, scaleBasis: ScaleBasis.Smallest), style: "SubtreeHeader")
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{
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{
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UserData = item,
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DisabledColor = Color.White * 0.1f,
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PlaySoundOnSelect = false,
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OnClicked = (btn, userdata) =>
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{
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if (!(userdata is ItemPrefab itemPrefab)) { return false; }
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if (userdata is not ItemPrefab itemPrefab) { return false; }
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var item = Character.Controlled.Inventory.FindItem(it => it.Prefab == itemPrefab, recursive: true);
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if (item == null) { return false; }
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Limb targetLimb = Character.AnimController.Limbs.FirstOrDefault(l => l.HealthIndex == selectedLimbIndex);
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@@ -1900,6 +1902,7 @@ namespace Barotrauma
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public void ClientRead(IReadMessage inc)
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{
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newAfflictions.Clear();
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newPeriodicEffects.Clear();
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byte afflictionCount = inc.ReadByte();
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for (int i = 0; i < afflictionCount; i++)
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{
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@@ -1921,7 +1924,7 @@ namespace Barotrauma
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int periodicAfflictionCount = inc.ReadByte();
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for (int j = 0; j < periodicAfflictionCount; j++)
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{
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float periodicAfflictionTimer = inc.ReadRangedSingle(afflictionPrefab.PeriodicEffects[j].MinInterval, afflictionPrefab.PeriodicEffects[j].MaxInterval, 8);
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float periodicAfflictionTimer = inc.ReadRangedSingle(0, afflictionPrefab.PeriodicEffects[j].MaxInterval, 8);
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newPeriodicEffects.Add((afflictionPrefab.PeriodicEffects[j], periodicAfflictionTimer));
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}
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newAfflictions.Add((null, afflictionPrefab, afflictionStrength));
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@@ -1991,13 +1994,13 @@ namespace Barotrauma
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//timer has wrapped around, apply the effect
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if (periodicEffect.timer - existingAffliction.PeriodicEffectTimers[periodicEffect.effect] > periodicEffect.effect.MinInterval / 2)
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{
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existingAffliction.PeriodicEffectTimers[periodicEffect.effect] = periodicEffect.timer;
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foreach (StatusEffect effect in periodicEffect.effect.StatusEffects)
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{
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Limb targetLimb = Character.AnimController.Limbs.FirstOrDefault(l => l.HealthIndex == limbHealths.IndexOf(limb));
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existingAffliction.ApplyStatusEffect(ActionType.OnActive, effect, deltaTime: 1.0f, this, targetLimb: targetLimb);
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}
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}
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existingAffliction.PeriodicEffectTimers[periodicEffect.effect] = periodicEffect.timer;
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}
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}
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