Release 0.14.9.0
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@@ -282,7 +282,7 @@ namespace Barotrauma
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{
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Item matchingItem = character.Inventory.FindItemByIdentifier(treatmentSuitability.Key, true);
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if (matchingItem == null) { continue; }
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character.SelectCharacter(targetCharacter);
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if (targetCharacter != character) { character.SelectCharacter(targetCharacter); }
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ApplyTreatment(affliction, matchingItem);
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//wait a bit longer after applying a treatment to wait for potential side-effects to manifest
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treatmentTimer = TreatmentDelay * 4;
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@@ -638,6 +638,8 @@ namespace Barotrauma
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public CharacterHealth CharacterHealth { get; private set; }
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public bool DisableHealthWindow;
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public float Vitality
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{
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get { return CharacterHealth.Vitality; }
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@@ -2320,14 +2322,13 @@ namespace Barotrauma
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public void SelectCharacter(Character character)
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{
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if (character == null) return;
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if (character == null || character == this) { return; }
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SelectedCharacter = character;
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}
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public void DeselectCharacter()
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{
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if (SelectedCharacter == null) return;
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if (SelectedCharacter == null) { return; }
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SelectedCharacter.AnimController?.ResetPullJoints();
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SelectedCharacter = null;
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}
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@@ -2387,6 +2388,7 @@ namespace Barotrauma
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}
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else
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{
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FocusedCharacter = null;
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focusedItem = null;
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}
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findFocusedTimer -= deltaTime;
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@@ -2714,6 +2716,10 @@ namespace Barotrauma
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{
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IsRagdolled = IsForceRagdolled;
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}
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else if (this != Controlled)
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{
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IsRagdolled = IsKeyDown(InputType.Ragdoll);
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}
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//Keep us ragdolled if we were forced or we're too speedy to unragdoll
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else if (allowRagdoll && (!IsRagdolled || !tooFastToUnragdoll))
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{
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@@ -142,7 +142,7 @@ namespace Barotrauma
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npcOrItem = item;
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item.CampaignInteractionType = CampaignMode.InteractionType.Examine;
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if (player.SelectedConstruction == item ||
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player.Inventory.Contains(item) ||
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player.Inventory != null && player.Inventory.Contains(item) ||
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(player.FocusedItem == item && player.IsKeyHit(InputType.Use)))
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{
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Trigger(e1, e2);
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@@ -732,10 +732,10 @@ namespace Barotrauma
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public void AssignNPCMenuInteraction(Character character, InteractionType interactionType)
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{
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character.CampaignInteractionType = interactionType;
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character.CharacterHealth.UseHealthWindow =
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interactionType == InteractionType.None ||
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interactionType == InteractionType.Examine ||
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interactionType == InteractionType.Talk;
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character.DisableHealthWindow =
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interactionType != InteractionType.None &&
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interactionType != InteractionType.Examine &&
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interactionType != InteractionType.Talk;
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if (interactionType == InteractionType.None)
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{
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