Unstable 0.1500.0.0
This commit is contained in:
+25
-1
@@ -237,6 +237,26 @@ namespace Barotrauma
|
||||
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
|
||||
}
|
||||
|
||||
public float GetStatValue(StatTypes statType)
|
||||
{
|
||||
if (!(GetViableEffect() is AfflictionPrefab.Effect currentEffect)) { return 0.0f; }
|
||||
|
||||
if (currentEffect.AfflictionStatValues.TryGetValue(statType, out var value))
|
||||
{
|
||||
return MathHelper.Lerp(
|
||||
value.minValue,
|
||||
value.maxValue,
|
||||
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
|
||||
}
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
private AfflictionPrefab.Effect GetViableEffect()
|
||||
{
|
||||
if (Strength < Prefab.ActivationThreshold) { return null; }
|
||||
return GetActiveEffect();
|
||||
}
|
||||
|
||||
public virtual void Update(CharacterHealth characterHealth, Limb targetLimb, float deltaTime)
|
||||
{
|
||||
foreach (AfflictionPrefab.PeriodicEffect periodicEffect in Prefab.PeriodicEffects)
|
||||
@@ -264,7 +284,11 @@ namespace Barotrauma
|
||||
|
||||
if (currentEffect.StrengthChange < 0) // Reduce diminishing of buffs if boosted
|
||||
{
|
||||
_strength += currentEffect.StrengthChange * deltaTime * StrengthDiminishMultiplier;
|
||||
float durationMultiplier = 1 / (1 + (Prefab.IsBuff ? characterHealth.Character.GetStatValue(StatTypes.BuffDurationMultiplier)
|
||||
: characterHealth.Character.GetStatValue(StatTypes.DebuffDurationMultiplier)));
|
||||
|
||||
_strength += currentEffect.StrengthChange * deltaTime * StrengthDiminishMultiplier * durationMultiplier;
|
||||
|
||||
}
|
||||
else // Reduce strengthening of afflictions if resistant
|
||||
{
|
||||
|
||||
+30
-7
@@ -212,6 +212,25 @@ namespace Barotrauma
|
||||
husk.Info.TeamID = CharacterTeamType.None;
|
||||
}
|
||||
|
||||
if (Prefab is AfflictionPrefabHusk huskPrefab)
|
||||
{
|
||||
if (huskPrefab.ControlHusk)
|
||||
{
|
||||
#if SERVER
|
||||
var client = GameMain.Server?.ConnectedClients.FirstOrDefault(c => c.CharacterInfo.Character == character);
|
||||
if (client != null)
|
||||
{
|
||||
GameMain.Server.SetClientCharacter(client, husk);
|
||||
}
|
||||
#else
|
||||
if (!character.IsRemotelyControlled && character == Character.Controlled)
|
||||
{
|
||||
Character.Controlled = husk;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Limb limb in husk.AnimController.Limbs)
|
||||
{
|
||||
if (limb.type == LimbType.None)
|
||||
@@ -229,15 +248,19 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if ((Prefab as AfflictionPrefabHusk)?.TransferBuffs ?? false)
|
||||
{
|
||||
foreach (Affliction affliction in character.CharacterHealth.Afflictions)
|
||||
{
|
||||
if (affliction.Prefab.IsBuff)
|
||||
{
|
||||
husk.CharacterHealth.ApplyAffliction(null, affliction.Prefab.Instantiate(affliction.Strength));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (character.Inventory != null && husk.Inventory != null)
|
||||
{
|
||||
if (character.Inventory.Capacity != husk.Inventory.Capacity)
|
||||
{
|
||||
string errorMsg = "Failed to move items from the source character's inventory into a husk's inventory (inventory sizes don't match)";
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce("AfflictionHusk.CreateAIHusk:InventoryMismatch", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
for (int i = 0; i < character.Inventory.Capacity && i < husk.Inventory.Capacity; i++)
|
||||
{
|
||||
character.Inventory.GetItemsAt(i).ForEachMod(item => husk.Inventory.TryPutItem(item, i, true, false, null));
|
||||
|
||||
+90
-66
@@ -5,6 +5,7 @@ using System.Reflection;
|
||||
using System.Xml.Linq;
|
||||
using System.Linq;
|
||||
using System.Security.Cryptography;
|
||||
using Barotrauma.Abilities;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -91,9 +92,11 @@ namespace Barotrauma
|
||||
AttachLimbType = LimbType.None;
|
||||
}
|
||||
|
||||
TransferBuffs = element.GetAttributeBool("transferbuffs", true);
|
||||
SendMessages = element.GetAttributeBool("sendmessages", true);
|
||||
CauseSpeechImpediment = element.GetAttributeBool("causespeechimpediment", true);
|
||||
NeedsAir = element.GetAttributeBool("needsair", false);
|
||||
ControlHusk = element.GetAttributeBool("controlhusk", false);
|
||||
}
|
||||
|
||||
// Use any of these to define which limb the appendage is attached to.
|
||||
@@ -106,9 +109,11 @@ namespace Barotrauma
|
||||
public readonly string[] TargetSpecies;
|
||||
public const string Tag = "[speciesname]";
|
||||
|
||||
public readonly bool TransferBuffs;
|
||||
public readonly bool SendMessages;
|
||||
public readonly bool CauseSpeechImpediment;
|
||||
public readonly bool NeedsAir;
|
||||
public readonly bool ControlHusk;
|
||||
}
|
||||
|
||||
class AfflictionPrefab : IPrefab, IDisposable, IHasUintIdentifier
|
||||
@@ -116,83 +121,93 @@ namespace Barotrauma
|
||||
public class Effect
|
||||
{
|
||||
//this effect is applied when the strength is within this range
|
||||
public float MinStrength, MaxStrength;
|
||||
[Serialize(0.0f, false)]
|
||||
public float MinStrength { get; private set; }
|
||||
|
||||
[Serialize(0.0f, false)]
|
||||
public float MaxStrength { get; private set; }
|
||||
|
||||
[Serialize(0.0f, false)]
|
||||
public float MinVitalityDecrease { get; private set; }
|
||||
|
||||
[Serialize(0.0f, false)]
|
||||
public float MaxVitalityDecrease { get; private set; }
|
||||
|
||||
public readonly float MinVitalityDecrease = 0.0f;
|
||||
public readonly float MaxVitalityDecrease = 0.0f;
|
||||
|
||||
//how much the strength of the affliction changes per second
|
||||
public readonly float StrengthChange = 0.0f;
|
||||
[Serialize(0.0f, false)]
|
||||
public float StrengthChange { get; private set; }
|
||||
|
||||
public readonly bool MultiplyByMaxVitality;
|
||||
[Serialize(false, false)]
|
||||
public bool MultiplyByMaxVitality { get; private set; }
|
||||
|
||||
public float MinScreenBlurStrength, MaxScreenBlurStrength;
|
||||
public float MinScreenDistortStrength, MaxScreenDistortStrength;
|
||||
public float MinGrainStrength, MaxGrainStrength;
|
||||
public float MinRadialDistortStrength, MaxRadialDistortStrength;
|
||||
public float MinChromaticAberrationStrength, MaxChromaticAberrationStrength;
|
||||
public float MinSpeedMultiplier, MaxSpeedMultiplier;
|
||||
public float MinBuffMultiplier, MaxBuffMultiplier;
|
||||
[Serialize(0.0f, false)]
|
||||
public float MinScreenBlurStrength { get; private set; }
|
||||
|
||||
public float MinSkillMultiplier, MaxSkillMultiplier;
|
||||
[Serialize(0.0f, false)]
|
||||
public float MaxScreenBlurStrength { get; private set; }
|
||||
|
||||
public float MinResistance, MaxResistance;
|
||||
public string ResistanceFor;
|
||||
public string DialogFlag;
|
||||
[Serialize(0.0f, false)]
|
||||
public float MinScreenDistortStrength { get; private set; }
|
||||
|
||||
[Serialize(0.0f, false)]
|
||||
public float MaxScreenDistortStrength { get; private set; }
|
||||
|
||||
[Serialize(0.0f, false)]
|
||||
public float MinRadialDistortStrength { get; private set; }
|
||||
|
||||
[Serialize(0.0f, false)]
|
||||
public float MaxRadialDistortStrength { get; private set; }
|
||||
|
||||
[Serialize(0.0f, false)]
|
||||
public float MinChromaticAberrationStrength { get; private set; }
|
||||
|
||||
[Serialize(0.0f, false)]
|
||||
public float MaxChromaticAberrationStrength { get; private set; }
|
||||
|
||||
[Serialize(0.0f, false)]
|
||||
public float MinGrainStrength { get; private set; }
|
||||
|
||||
[Serialize(0.0f, false)]
|
||||
public float MaxGrainStrength { get; private set; }
|
||||
|
||||
[Serialize(1.0f, false)]
|
||||
public float MinBuffMultiplier { get; private set; }
|
||||
|
||||
[Serialize(1.0f, false)]
|
||||
public float MaxBuffMultiplier { get; private set; }
|
||||
|
||||
[Serialize(1.0f, false)]
|
||||
public float MinSpeedMultiplier { get; private set; }
|
||||
|
||||
[Serialize(1.0f, false)]
|
||||
public float MaxSpeedMultiplier { get; private set; }
|
||||
|
||||
[Serialize(1.0f, false)]
|
||||
public float MinSkillMultiplier { get; private set; }
|
||||
|
||||
[Serialize(1.0f, false)]
|
||||
public float MaxSkillMultiplier { get; private set; }
|
||||
|
||||
[Serialize("", false)]
|
||||
public string ResistanceFor { get; private set; }
|
||||
|
||||
[Serialize(0.0f, false)]
|
||||
public float MinResistance { get; private set; }
|
||||
|
||||
[Serialize(0.0f, false)]
|
||||
public float MaxResistance { get; private set; }
|
||||
|
||||
[Serialize("", false)]
|
||||
public string DialogFlag { get; private set; }
|
||||
|
||||
public readonly Dictionary<StatTypes, (float minValue, float maxValue)> AfflictionStatValues = new Dictionary<StatTypes, (float minValue, float maxValue)>();
|
||||
|
||||
//statuseffects applied on the character when the affliction is active
|
||||
public readonly List<StatusEffect> StatusEffects = new List<StatusEffect>();
|
||||
|
||||
public Effect(XElement element, string parentDebugName)
|
||||
{
|
||||
MinStrength = element.GetAttributeFloat("minstrength", 0);
|
||||
MaxStrength = element.GetAttributeFloat("maxstrength", 0);
|
||||
|
||||
MultiplyByMaxVitality = element.GetAttributeBool("multiplybymaxvitality", false);
|
||||
|
||||
MinVitalityDecrease = element.GetAttributeFloat("minvitalitydecrease", 0.0f);
|
||||
MaxVitalityDecrease = element.GetAttributeFloat("maxvitalitydecrease", 0.0f);
|
||||
MaxVitalityDecrease = Math.Max(MinVitalityDecrease, MaxVitalityDecrease);
|
||||
|
||||
MinScreenDistortStrength = element.GetAttributeFloat("minscreendistort", 0.0f);
|
||||
MaxScreenDistortStrength = element.GetAttributeFloat("maxscreendistort", 0.0f);
|
||||
MaxScreenDistortStrength = Math.Max(MinScreenDistortStrength, MaxScreenDistortStrength);
|
||||
|
||||
MinRadialDistortStrength = element.GetAttributeFloat("minradialdistort", 0.0f);
|
||||
MaxRadialDistortStrength = element.GetAttributeFloat("maxradialdistort", 0.0f);
|
||||
MaxRadialDistortStrength = Math.Max(MinRadialDistortStrength, MaxRadialDistortStrength);
|
||||
|
||||
MinChromaticAberrationStrength = element.GetAttributeFloat("minchromaticaberration", 0.0f);
|
||||
MaxChromaticAberrationStrength = element.GetAttributeFloat("maxchromaticaberration", 0.0f);
|
||||
MaxChromaticAberrationStrength = Math.Max(MinChromaticAberrationStrength, MaxChromaticAberrationStrength);
|
||||
|
||||
MinGrainStrength = element.GetAttributeFloat(nameof(MinGrainStrength).ToLower(), 0.0f);
|
||||
MaxGrainStrength = element.GetAttributeFloat(nameof(MaxGrainStrength).ToLower(), 0.0f);
|
||||
MaxGrainStrength = Math.Max(MinGrainStrength, MaxGrainStrength);
|
||||
|
||||
MinScreenBlurStrength = element.GetAttributeFloat("minscreenblur", 0.0f);
|
||||
MaxScreenBlurStrength = element.GetAttributeFloat("maxscreenblur", 0.0f);
|
||||
MaxScreenBlurStrength = Math.Max(MinScreenBlurStrength, MaxScreenBlurStrength);
|
||||
|
||||
MinSkillMultiplier = element.GetAttributeFloat("minskillmultiplier", 1.0f);
|
||||
MaxSkillMultiplier = element.GetAttributeFloat("maxskillmultiplier", 1.0f);
|
||||
|
||||
ResistanceFor = element.GetAttributeString("resistancefor", "");
|
||||
MinResistance = element.GetAttributeFloat("minresistance", 0.0f);
|
||||
MaxResistance = element.GetAttributeFloat("maxresistance", 0.0f);
|
||||
MaxResistance = Math.Max(MinResistance, MaxResistance);
|
||||
|
||||
MinSpeedMultiplier = element.GetAttributeFloat("minspeedmultiplier", 1.0f);
|
||||
MaxSpeedMultiplier = element.GetAttributeFloat("maxspeedmultiplier", 1.0f);
|
||||
MaxSpeedMultiplier = Math.Max(MinSpeedMultiplier, MaxSpeedMultiplier);
|
||||
|
||||
MinBuffMultiplier = element.GetAttributeFloat("minbuffmultiplier", 1.0f);
|
||||
MaxBuffMultiplier = element.GetAttributeFloat("maxbuffmultiplier", 1.0f);
|
||||
MaxBuffMultiplier = Math.Max(MinBuffMultiplier, MaxBuffMultiplier);
|
||||
|
||||
DialogFlag = element.GetAttributeString("dialogflag", "");
|
||||
|
||||
StrengthChange = element.GetAttributeFloat("strengthchange", 0.0f);
|
||||
SerializableProperty.DeserializeProperties(this, element);
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
@@ -201,6 +216,15 @@ namespace Barotrauma
|
||||
case "statuseffect":
|
||||
StatusEffects.Add(StatusEffect.Load(subElement, parentDebugName));
|
||||
break;
|
||||
case "statvalue":
|
||||
var statType = CharacterAbilityGroup.ParseStatType(subElement.GetAttributeString("stattype", ""), parentDebugName);
|
||||
|
||||
float defaultValue = subElement.GetAttributeFloat("value", 0f);
|
||||
float minValue = subElement.GetAttributeFloat("minvalue", defaultValue);
|
||||
float maxValue = subElement.GetAttributeFloat("maxvalue", defaultValue);
|
||||
|
||||
AfflictionStatValues.TryAdd(statType, (minValue, maxValue));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -590,7 +614,7 @@ namespace Barotrauma
|
||||
ShowIconThreshold = element.GetAttributeFloat("showiconthreshold", Math.Max(ActivationThreshold, 0.05f));
|
||||
ShowIconToOthersThreshold = element.GetAttributeFloat("showicontoothersthreshold", ShowIconThreshold);
|
||||
MaxStrength = element.GetAttributeFloat("maxstrength", 100.0f);
|
||||
GrainBurst = element.GetAttributeFloat(nameof(GrainBurst).ToLower(), 0.0f);
|
||||
GrainBurst = element.GetAttributeFloat(nameof(GrainBurst).ToLowerInvariant(), 0.0f);
|
||||
|
||||
ShowInHealthScannerThreshold = element.GetAttributeFloat("showinhealthscannerthreshold", Math.Max(ActivationThreshold, 0.05f));
|
||||
TreatmentThreshold = element.GetAttributeFloat("treatmentthreshold", Math.Max(ActivationThreshold, 5.0f));
|
||||
|
||||
@@ -116,15 +116,15 @@ namespace Barotrauma
|
||||
private set => Character.Params.Health.CrushDepth = value;
|
||||
}
|
||||
|
||||
private List<LimbHealth> limbHealths = new List<LimbHealth>();
|
||||
private readonly List<LimbHealth> limbHealths = new List<LimbHealth>();
|
||||
//non-limb-specific afflictions
|
||||
private List<Affliction> afflictions = new List<Affliction>();
|
||||
private readonly List<Affliction> afflictions = new List<Affliction>();
|
||||
/// <summary>
|
||||
/// Note: returns only the non-limb-secific afflictions. Use GetAllAfflictions or some other method for getting also the limb-specific afflictions.
|
||||
/// </summary>
|
||||
public IEnumerable<Affliction> Afflictions => afflictions;
|
||||
|
||||
private HashSet<Affliction> irremovableAfflictions = new HashSet<Affliction>();
|
||||
private readonly HashSet<Affliction> irremovableAfflictions = new HashSet<Affliction>();
|
||||
private Affliction bloodlossAffliction;
|
||||
private Affliction oxygenLowAffliction;
|
||||
private Affliction pressureAffliction;
|
||||
@@ -151,6 +151,7 @@ namespace Barotrauma
|
||||
max += Character.Info.Job.Prefab.VitalityModifier;
|
||||
}
|
||||
max *= Character.StaticHealthMultiplier;
|
||||
max *= 1f + Character.GetStatValue(StatTypes.MaximumHealthMultiplier);
|
||||
return max * Character.HealthMultiplier;
|
||||
}
|
||||
}
|
||||
@@ -434,10 +435,21 @@ namespace Barotrauma
|
||||
float temp = afflictions[i].GetResistance(resistanceId);
|
||||
if (temp > resistance) resistance = temp;
|
||||
}
|
||||
resistance = 1 - ((1 - resistance) * Character.GetAbilityResistance(resistanceId));
|
||||
|
||||
return resistance;
|
||||
}
|
||||
|
||||
public float GetStatValue(StatTypes statType)
|
||||
{
|
||||
float value = 0f;
|
||||
for (int i = 0; i < afflictions.Count; i++)
|
||||
{
|
||||
value += afflictions[i].GetStatValue(statType);
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
private readonly List<Affliction> matchingAfflictions = new List<Affliction>();
|
||||
public void ReduceAffliction(Limb targetLimb, string affliction, float amount)
|
||||
{
|
||||
@@ -468,6 +480,11 @@ namespace Barotrauma
|
||||
for (int i = matchingAfflictions.Count - 1; i >= 0; i--)
|
||||
{
|
||||
var matchingAffliction = matchingAfflictions[i];
|
||||
|
||||
// kind of bad to create a tuple every time, but I can't think of another way to easily do this
|
||||
var afflictionReduction = (matchingAffliction, reduceAmount);
|
||||
Character.CheckTalents(AbilityEffectType.OnReduceAffliction, afflictionReduction);
|
||||
|
||||
if (matchingAffliction.Strength < reduceAmount)
|
||||
{
|
||||
float surplus = reduceAmount - matchingAffliction.Strength;
|
||||
@@ -539,9 +556,9 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
// Instead of using the limbhealth count here, I think it's best to define the max vitality per limb roughly with a constant value.
|
||||
// Therefore with e.g. 80 health, the max damage per limb would be 20.
|
||||
// Having at least 20 damage on both legs would cause maximum limping.
|
||||
float max = MaxVitality / 4;
|
||||
// Therefore with e.g. 80 health, the max damage per limb would be 40.
|
||||
// Having at least 40 damage on both legs would cause maximum limping.
|
||||
float max = MaxVitality / 2;
|
||||
if (string.IsNullOrEmpty(afflictionType))
|
||||
{
|
||||
float damage = GetAfflictionStrength("damage", limb, true);
|
||||
@@ -738,7 +755,15 @@ namespace Barotrauma
|
||||
affliction.DamagePerSecondTimer += deltaTime;
|
||||
Character.StackSpeedMultiplier(affliction.GetSpeedMultiplier());
|
||||
}
|
||||
|
||||
|
||||
Character.StackSpeedMultiplier(1f + Character.GetStatValue(StatTypes.MovementSpeed));
|
||||
|
||||
// maybe a bit of a hacky way to do this. should inquire if there is a better way. M61T
|
||||
if (Character.InWater)
|
||||
{
|
||||
Character.StackSpeedMultiplier(1f + Character.GetStatValue(StatTypes.SwimmingSpeed));
|
||||
}
|
||||
|
||||
UpdateLimbAfflictionOverlays();
|
||||
|
||||
CalculateVitality();
|
||||
@@ -825,8 +850,8 @@ namespace Barotrauma
|
||||
{
|
||||
if (Unkillable || Character.GodMode) { return; }
|
||||
|
||||
var causeOfDeath = GetCauseOfDeath();
|
||||
Character.Kill(causeOfDeath.First, causeOfDeath.Second);
|
||||
var (type, affliction) = GetCauseOfDeath();
|
||||
Character.Kill(type, affliction);
|
||||
#if CLIENT
|
||||
DisplayVitalityDelay = 0.0f;
|
||||
DisplayedVitality = Vitality;
|
||||
@@ -859,7 +884,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public Pair<CauseOfDeathType, Affliction> GetCauseOfDeath()
|
||||
public (CauseOfDeathType type, Affliction affliction) GetCauseOfDeath()
|
||||
{
|
||||
List<Affliction> currentAfflictions = GetAllAfflictions(true);
|
||||
|
||||
@@ -880,7 +905,7 @@ namespace Barotrauma
|
||||
causeOfDeath = Character.AnimController.InWater ? CauseOfDeathType.Drowning : CauseOfDeathType.Suffocation;
|
||||
}
|
||||
|
||||
return new Pair<CauseOfDeathType, Affliction>(causeOfDeath, strongestAffliction);
|
||||
return (causeOfDeath, strongestAffliction);
|
||||
}
|
||||
|
||||
// TODO: this method is called a lot (every half second) -> optimize, don't create new class instances and lists every time!
|
||||
@@ -968,7 +993,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
private readonly List<Affliction> activeAfflictions = new List<Affliction>();
|
||||
private readonly List<Pair<LimbHealth, Affliction>> limbAfflictions = new List<Pair<LimbHealth, Affliction>>();
|
||||
private readonly List<(LimbHealth limbHealth, Affliction affliction)> limbAfflictions = new List<(LimbHealth limbHealth, Affliction affliction)>();
|
||||
public void ServerWrite(IWriteMessage msg)
|
||||
{
|
||||
activeAfflictions.Clear();
|
||||
@@ -999,22 +1024,22 @@ namespace Barotrauma
|
||||
foreach (Affliction limbAffliction in limbHealth.Afflictions)
|
||||
{
|
||||
if (limbAffliction.Strength <= 0.0f || limbAffliction.Strength < limbAffliction.Prefab.ActivationThreshold) continue;
|
||||
limbAfflictions.Add(new Pair<LimbHealth, Affliction>(limbHealth, limbAffliction));
|
||||
limbAfflictions.Add((limbHealth, limbAffliction));
|
||||
}
|
||||
}
|
||||
|
||||
msg.Write((byte)limbAfflictions.Count);
|
||||
foreach (var limbAffliction in limbAfflictions)
|
||||
foreach (var (limbHealth, affliction) in limbAfflictions)
|
||||
{
|
||||
msg.WriteRangedInteger(limbHealths.IndexOf(limbAffliction.First), 0, limbHealths.Count - 1);
|
||||
msg.Write(limbAffliction.Second.Prefab.UIntIdentifier);
|
||||
msg.WriteRangedInteger(limbHealths.IndexOf(limbHealth), 0, limbHealths.Count - 1);
|
||||
msg.Write(affliction.Prefab.UIntIdentifier);
|
||||
msg.WriteRangedSingle(
|
||||
MathHelper.Clamp(limbAffliction.Second.Strength, 0.0f, limbAffliction.Second.Prefab.MaxStrength),
|
||||
0.0f, limbAffliction.Second.Prefab.MaxStrength, 8);
|
||||
msg.Write((byte)limbAffliction.Second.Prefab.PeriodicEffects.Count());
|
||||
foreach (AfflictionPrefab.PeriodicEffect periodicEffect in limbAffliction.Second.Prefab.PeriodicEffects)
|
||||
MathHelper.Clamp(affliction.Strength, 0.0f, affliction.Prefab.MaxStrength),
|
||||
0.0f, affliction.Prefab.MaxStrength, 8);
|
||||
msg.Write((byte)affliction.Prefab.PeriodicEffects.Count());
|
||||
foreach (AfflictionPrefab.PeriodicEffect periodicEffect in affliction.Prefab.PeriodicEffects)
|
||||
{
|
||||
msg.WriteRangedSingle(limbAffliction.Second.PeriodicEffectTimers[periodicEffect], periodicEffect.MinInterval, periodicEffect.MaxInterval, 8);
|
||||
msg.WriteRangedSingle(affliction.PeriodicEffectTimers[periodicEffect], periodicEffect.MinInterval, periodicEffect.MaxInterval, 8);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user