Unstable v0.19.3.0
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+6
-4
@@ -1,8 +1,6 @@
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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@@ -20,6 +18,9 @@ namespace Barotrauma
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[Serialize(true, IsPropertySaveable.Yes, "When set to false when TargetLimb is not specified prevent checking limb-specific afflictions")]
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public bool AllowLimbAfflictions { get; set; }
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[Serialize(0.0f, IsPropertySaveable.Yes, "Minimum strength of the affliction")]
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public float MinStrength { get; set; }
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public CheckAfflictionAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
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protected override bool? DetermineSuccess()
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@@ -32,14 +33,15 @@ namespace Barotrauma
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if (target.CharacterHealth == null) { continue; }
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if (TargetLimb == LimbType.None)
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{
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if (target.CharacterHealth.GetAffliction(Identifier, AllowLimbAfflictions) != null) { return true; }
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var affliction = target.CharacterHealth.GetAffliction(Identifier, AllowLimbAfflictions);
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if (affliction != null && affliction.Strength >= MinStrength) { return true; }
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}
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IEnumerable<Affliction> afflictions = target.CharacterHealth.GetAllAfflictions().Where(affliction =>
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{
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LimbType? limbType = target.CharacterHealth.GetAfflictionLimb(affliction)?.type;
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if (limbType == null) { return false; }
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return limbType == TargetLimb || true;
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return limbType == TargetLimb && affliction.Strength >= MinStrength;
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});
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if (afflictions.Any(a => a.Identifier == Identifier)) { return true; }
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