Unstable 0.1500.0.0
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@@ -116,15 +116,15 @@ namespace Barotrauma
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private set => Character.Params.Health.CrushDepth = value;
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}
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private List<LimbHealth> limbHealths = new List<LimbHealth>();
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private readonly List<LimbHealth> limbHealths = new List<LimbHealth>();
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//non-limb-specific afflictions
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private List<Affliction> afflictions = new List<Affliction>();
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private readonly List<Affliction> afflictions = new List<Affliction>();
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/// <summary>
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/// Note: returns only the non-limb-secific afflictions. Use GetAllAfflictions or some other method for getting also the limb-specific afflictions.
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/// </summary>
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public IEnumerable<Affliction> Afflictions => afflictions;
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private HashSet<Affliction> irremovableAfflictions = new HashSet<Affliction>();
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private readonly HashSet<Affliction> irremovableAfflictions = new HashSet<Affliction>();
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private Affliction bloodlossAffliction;
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private Affliction oxygenLowAffliction;
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private Affliction pressureAffliction;
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@@ -151,6 +151,7 @@ namespace Barotrauma
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max += Character.Info.Job.Prefab.VitalityModifier;
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}
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max *= Character.StaticHealthMultiplier;
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max *= 1f + Character.GetStatValue(StatTypes.MaximumHealthMultiplier);
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return max * Character.HealthMultiplier;
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}
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}
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@@ -434,10 +435,21 @@ namespace Barotrauma
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float temp = afflictions[i].GetResistance(resistanceId);
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if (temp > resistance) resistance = temp;
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}
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resistance = 1 - ((1 - resistance) * Character.GetAbilityResistance(resistanceId));
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return resistance;
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}
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public float GetStatValue(StatTypes statType)
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{
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float value = 0f;
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for (int i = 0; i < afflictions.Count; i++)
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{
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value += afflictions[i].GetStatValue(statType);
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}
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return value;
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}
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private readonly List<Affliction> matchingAfflictions = new List<Affliction>();
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public void ReduceAffliction(Limb targetLimb, string affliction, float amount)
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{
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@@ -468,6 +480,11 @@ namespace Barotrauma
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for (int i = matchingAfflictions.Count - 1; i >= 0; i--)
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{
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var matchingAffliction = matchingAfflictions[i];
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// kind of bad to create a tuple every time, but I can't think of another way to easily do this
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var afflictionReduction = (matchingAffliction, reduceAmount);
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Character.CheckTalents(AbilityEffectType.OnReduceAffliction, afflictionReduction);
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if (matchingAffliction.Strength < reduceAmount)
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{
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float surplus = reduceAmount - matchingAffliction.Strength;
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@@ -539,9 +556,9 @@ namespace Barotrauma
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else
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{
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// Instead of using the limbhealth count here, I think it's best to define the max vitality per limb roughly with a constant value.
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// Therefore with e.g. 80 health, the max damage per limb would be 20.
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// Having at least 20 damage on both legs would cause maximum limping.
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float max = MaxVitality / 4;
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// Therefore with e.g. 80 health, the max damage per limb would be 40.
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// Having at least 40 damage on both legs would cause maximum limping.
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float max = MaxVitality / 2;
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if (string.IsNullOrEmpty(afflictionType))
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{
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float damage = GetAfflictionStrength("damage", limb, true);
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@@ -738,7 +755,15 @@ namespace Barotrauma
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affliction.DamagePerSecondTimer += deltaTime;
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Character.StackSpeedMultiplier(affliction.GetSpeedMultiplier());
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}
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Character.StackSpeedMultiplier(1f + Character.GetStatValue(StatTypes.MovementSpeed));
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// maybe a bit of a hacky way to do this. should inquire if there is a better way. M61T
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if (Character.InWater)
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{
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Character.StackSpeedMultiplier(1f + Character.GetStatValue(StatTypes.SwimmingSpeed));
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}
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UpdateLimbAfflictionOverlays();
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CalculateVitality();
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@@ -825,8 +850,8 @@ namespace Barotrauma
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{
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if (Unkillable || Character.GodMode) { return; }
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var causeOfDeath = GetCauseOfDeath();
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Character.Kill(causeOfDeath.First, causeOfDeath.Second);
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var (type, affliction) = GetCauseOfDeath();
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Character.Kill(type, affliction);
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#if CLIENT
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DisplayVitalityDelay = 0.0f;
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DisplayedVitality = Vitality;
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@@ -859,7 +884,7 @@ namespace Barotrauma
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}
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}
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public Pair<CauseOfDeathType, Affliction> GetCauseOfDeath()
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public (CauseOfDeathType type, Affliction affliction) GetCauseOfDeath()
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{
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List<Affliction> currentAfflictions = GetAllAfflictions(true);
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@@ -880,7 +905,7 @@ namespace Barotrauma
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causeOfDeath = Character.AnimController.InWater ? CauseOfDeathType.Drowning : CauseOfDeathType.Suffocation;
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}
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return new Pair<CauseOfDeathType, Affliction>(causeOfDeath, strongestAffliction);
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return (causeOfDeath, strongestAffliction);
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}
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// TODO: this method is called a lot (every half second) -> optimize, don't create new class instances and lists every time!
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@@ -968,7 +993,7 @@ namespace Barotrauma
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}
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private readonly List<Affliction> activeAfflictions = new List<Affliction>();
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private readonly List<Pair<LimbHealth, Affliction>> limbAfflictions = new List<Pair<LimbHealth, Affliction>>();
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private readonly List<(LimbHealth limbHealth, Affliction affliction)> limbAfflictions = new List<(LimbHealth limbHealth, Affliction affliction)>();
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public void ServerWrite(IWriteMessage msg)
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{
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activeAfflictions.Clear();
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@@ -999,22 +1024,22 @@ namespace Barotrauma
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foreach (Affliction limbAffliction in limbHealth.Afflictions)
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{
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if (limbAffliction.Strength <= 0.0f || limbAffliction.Strength < limbAffliction.Prefab.ActivationThreshold) continue;
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limbAfflictions.Add(new Pair<LimbHealth, Affliction>(limbHealth, limbAffliction));
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limbAfflictions.Add((limbHealth, limbAffliction));
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}
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}
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msg.Write((byte)limbAfflictions.Count);
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foreach (var limbAffliction in limbAfflictions)
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foreach (var (limbHealth, affliction) in limbAfflictions)
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{
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msg.WriteRangedInteger(limbHealths.IndexOf(limbAffliction.First), 0, limbHealths.Count - 1);
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msg.Write(limbAffliction.Second.Prefab.UIntIdentifier);
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msg.WriteRangedInteger(limbHealths.IndexOf(limbHealth), 0, limbHealths.Count - 1);
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msg.Write(affliction.Prefab.UIntIdentifier);
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msg.WriteRangedSingle(
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MathHelper.Clamp(limbAffliction.Second.Strength, 0.0f, limbAffliction.Second.Prefab.MaxStrength),
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0.0f, limbAffliction.Second.Prefab.MaxStrength, 8);
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msg.Write((byte)limbAffliction.Second.Prefab.PeriodicEffects.Count());
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foreach (AfflictionPrefab.PeriodicEffect periodicEffect in limbAffliction.Second.Prefab.PeriodicEffects)
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MathHelper.Clamp(affliction.Strength, 0.0f, affliction.Prefab.MaxStrength),
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0.0f, affliction.Prefab.MaxStrength, 8);
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msg.Write((byte)affliction.Prefab.PeriodicEffects.Count());
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foreach (AfflictionPrefab.PeriodicEffect periodicEffect in affliction.Prefab.PeriodicEffects)
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{
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msg.WriteRangedSingle(limbAffliction.Second.PeriodicEffectTimers[periodicEffect], periodicEffect.MinInterval, periodicEffect.MaxInterval, 8);
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msg.WriteRangedSingle(affliction.PeriodicEffectTimers[periodicEffect], periodicEffect.MinInterval, periodicEffect.MaxInterval, 8);
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}
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}
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}
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