(ad567dea) v0.9.7.1
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@@ -246,13 +246,11 @@ namespace Barotrauma
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}
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private GUIFrame healthBarHolder;
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private Point healthBarOffset
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{
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get
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{
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// 0.38775510204f = percentage of offset before reaching the healthbar portion of the graphic going from bottom upwards
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return new Point(2, (int)(HUDLayoutSettings.HealthBarArea.Size.Y * 0.38775510204f));
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return new Point(5 - (int)Math.Ceiling(1 - 1 * GUI.Scale), (int)Math.Min(Math.Ceiling(17 * GUI.Scale), 20));
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}
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}
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@@ -260,7 +258,7 @@ namespace Barotrauma
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{
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get
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{
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return new Point((int)Math.Ceiling(HUDLayoutSettings.HealthBarArea.Size.X - 45 * GUI.Scale), (int)(healthBarHolder.Rect.Height - Math.Min(23 * GUI.Scale, 25)) / 2);
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return new Point(healthBarHolder.Rect.Width - (int)Math.Ceiling(Math.Min(46 * GUI.Scale, 53)), (int)(healthBarHolder.Rect.Height - Math.Min(23 * GUI.Scale, 25)) / 2);
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}
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}
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@@ -305,7 +303,7 @@ namespace Barotrauma
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healthShadowSize = 1.0f;
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healthBar = new GUIProgressBar(new RectTransform(healthBarSize, healthBarHolder.RectTransform, Anchor.BottomRight),
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barSize: 1.0f, color: GUI.Style.HealthBarColorHigh, style: horizontal ? "CharacterHealthBarSlider" : "GUIProgressBarVertical", showFrame: false)
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barSize: 1.0f, color: GUIColorSettings.HealthBarColorHigh, style: horizontal ? "CharacterHealthBarSlider" : "GUIProgressBarVertical", showFrame: false)
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{
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HoverCursor = CursorState.Hand,
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Enabled = true,
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@@ -522,10 +520,8 @@ namespace Barotrauma
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UpdateAlignment();
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suicideButton = new GUIButton(new RectTransform(new Vector2(0.1f, 0.02f), GUI.Canvas, Anchor.TopCenter)
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{
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MinSize = new Point(150, 20), RelativeOffset = new Vector2(0.0f, 0.01f)
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},
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suicideButton = new GUIButton(new RectTransform(new Vector2(0.06f, 0.02f), GUI.Canvas, Anchor.TopCenter)
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{ MinSize = new Point(150, 20), RelativeOffset = new Vector2(0.0f, 0.01f) },
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TextManager.Get("GiveInButton"), style: "GUIButtonLarge")
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{
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ToolTip = TextManager.Get(GameMain.NetworkMember == null ? "GiveInHelpSingleplayer" : "GiveInHelpMultiplayer"),
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@@ -820,7 +816,9 @@ namespace Barotrauma
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if (highlightedLimbIndex < 0 && selectedLimbIndex < 0)
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{
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// If no limb is selected or highlighted, select the one with the most critical afflictions.
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var affliction = SortAfflictionsBySeverity(GetAllAfflictions(a => a.Prefab.IndicatorLimb != LimbType.None)).FirstOrDefault();
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var affliction = GetAllAfflictions(a => a.Prefab.IndicatorLimb != LimbType.None)
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.OrderByDescending(a => a.DamagePerSecond)
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.ThenByDescending(a => a.Strength).FirstOrDefault();
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if (affliction.DamagePerSecond > 0 || affliction.Strength > 0)
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{
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var limbHealth = GetMatchingLimbHealth(affliction);
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@@ -851,7 +849,7 @@ namespace Barotrauma
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}
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else
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{
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healthBar.Color = healthWindowHealthBar.Color = ToolBox.GradientLerp(DisplayedVitality / MaxVitality, GUI.Style.HealthBarColorLow, GUI.Style.HealthBarColorMedium, GUI.Style.HealthBarColorHigh);
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healthBar.Color = healthWindowHealthBar.Color = ToolBox.GradientLerp(DisplayedVitality / MaxVitality, GUIColorSettings.HealthBarColorLow, GUIColorSettings.HealthBarColorMedium, GUIColorSettings.HealthBarColorHigh);
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healthBar.HoverColor = healthWindowHealthBar.HoverColor = healthBar.Color * 2.0f;
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healthBar.BarSize = healthWindowHealthBar.BarSize =
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(DisplayedVitality > 0.0f) ?
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@@ -1136,11 +1134,11 @@ namespace Barotrauma
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{
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if (prefab.IsBuff)
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{
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return ToolBox.GradientLerp(affliction.Strength / prefab.MaxStrength, GUI.Style.BuffColorLow, GUI.Style.BuffColorMedium, GUI.Style.BuffColorHigh);
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return ToolBox.GradientLerp(affliction.Strength / prefab.MaxStrength, GUIColorSettings.BuffColorLow, GUIColorSettings.BuffColorMedium, GUIColorSettings.BuffColorHigh);
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}
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else
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{
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return ToolBox.GradientLerp(affliction.Strength / prefab.MaxStrength, GUI.Style.DebuffColorLow, GUI.Style.DebuffColorMedium, GUI.Style.DebuffColorHigh);
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return ToolBox.GradientLerp(affliction.Strength / prefab.MaxStrength, GUIColorSettings.DebuffColorLow, GUIColorSettings.DebuffColorMedium, GUIColorSettings.DebuffColorHigh);
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}
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}
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else
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@@ -1187,8 +1185,7 @@ namespace Barotrauma
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Dictionary<string, float> treatmentSuitability = new Dictionary<string, float>();
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GetSuitableTreatments(treatmentSuitability, normalize: true, randomization: randomVariance);
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//Affliction mostSevereAffliction = afflictions.FirstOrDefault(a => !a.Prefab.IsBuff && !afflictions.Any(a2 => !a2.Prefab.IsBuff && a2.Strength > a.Strength)) ?? afflictions.FirstOrDefault();
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Affliction mostSevereAffliction = SortAfflictionsBySeverity(afflictions).FirstOrDefault();
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Affliction mostSevereAffliction = afflictions.FirstOrDefault(a => !a.Prefab.IsBuff && !afflictions.Any(a2 => !a2.Prefab.IsBuff && a2.Strength > a.Strength)) ?? afflictions.FirstOrDefault();
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GUIButton buttonToSelect = null;
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foreach (Affliction affliction in afflictions)
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@@ -1814,8 +1811,8 @@ namespace Barotrauma
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float iconScale = 0.25f * scale;
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Vector2 iconPos = highlightArea.Center.ToVector2();
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//Affliction mostSevereAffliction = thisAfflictions.FirstOrDefault(a => !a.Prefab.IsBuff && !thisAfflictions.Any(a2 => !a2.Prefab.IsBuff && a2.Strength > a.Strength)) ?? thisAfflictions.FirstOrDefault();
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Affliction mostSevereAffliction = SortAfflictionsBySeverity(thisAfflictions).FirstOrDefault();
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Affliction mostSevereAffliction = thisAfflictions.FirstOrDefault(a => !a.Prefab.IsBuff && !thisAfflictions.Any(a2 => !a2.Prefab.IsBuff && a2.Strength > a.Strength)) ?? thisAfflictions.FirstOrDefault();
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if (mostSevereAffliction != null) { DrawLimbAfflictionIcon(spriteBatch, mostSevereAffliction, iconScale, ref iconPos); }
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if (thisAfflictions.Count() > 1)
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