Unstable 0.1300.0.7
This commit is contained in:
@@ -765,7 +765,7 @@ namespace Barotrauma
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{
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var location = memory.Location;
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float dist = Vector2.DistanceSquared(WorldPosition, location);
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if (dist < 50 * 50)
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if (dist < 50 * 50 || !IsPositionInsideAllowedZone(WorldPosition, out _))
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{
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// Target is gone
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ResetAITarget();
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@@ -1848,49 +1848,68 @@ namespace Barotrauma
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public static bool IsItemOperatedByAnother(Character character, ItemComponent target, out Character operatingCharacter)
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{
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operatingCharacter = null;
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if (character == null) { return false; }
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if (target?.Item == null) { return false; }
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bool isOrder = IsOrderedToOperateThis(character.AIController);
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foreach (var c in Character.CharacterList)
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{
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if (character == null) { continue; }
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if (c == character) { continue; }
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if (c.IsDead || c.IsIncapacitated) { continue; }
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if (!IsFriendly(character, c, onlySameTeam: true)) { continue; }
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operatingCharacter = c;
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if (c.AIController is HumanAIController controllingHumanAi)
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if (c.IsPlayer)
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{
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Item otherTarget = controllingHumanAi.objectiveManager.GetActiveObjective<AIObjectiveOperateItem>()?.Component.Item ?? c.SelectedConstruction;
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if (otherTarget != target.Item) { continue; }
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// If the other character is player, don't try to operate
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if (c.IsPlayer) { return true; }
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// If the other character is ordered to operate the item, let him do it
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if (controllingHumanAi.ObjectiveManager.IsCurrentOrder<AIObjectiveOperateItem>())
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if (c.SelectedConstruction == target.Item)
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{
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// If the other character is player, don't try to operate
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return true;
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}
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}
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else if (c.AIController is HumanAIController operatingAI)
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{
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if (operatingAI.ObjectiveManager.Objectives.None(o => o is AIObjectiveOperateItem operateObjective && operateObjective.Component.Item == target.Item))
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{
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// Not targeting the same item.
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continue;
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}
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bool isTargetOrdered = IsOrderedToOperateThis(c.AIController);
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if (!isOrder && isTargetOrdered)
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{
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// If the other bot is ordered to operate the item, let him do it, unless we are ordered too
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return true;
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}
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else
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{
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if (character == null)
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if (isOrder && !isTargetOrdered)
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{
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return true;
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}
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else if (target is Steering)
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{
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// Steering is hard-coded -> cannot use the required skills collection defined in the xml
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return character.GetSkillLevel("helm") <= c.GetSkillLevel("helm");
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// We are ordered and the target is not -> allow to operate
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continue;
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}
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else
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{
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return target.DegreeOfSuccess(character) <= target.DegreeOfSuccess(c);
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if (!isTargetOrdered && operatingAI.ObjectiveManager.CurrentOrder == operatingAI.ObjectiveManager.CurrentObjective)
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{
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// The other bot is ordered to do something else
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continue;
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}
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if (target is Steering)
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{
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// Steering is hard-coded -> cannot use the required skills collection defined in the xml
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if (character.GetSkillLevel("helm") <= c.GetSkillLevel("helm"))
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{
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return true;
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}
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}
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else if (target.DegreeOfSuccess(character) <= target.DegreeOfSuccess(c))
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{
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return true;
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}
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}
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}
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}
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else
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{
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return c.SelectedConstruction == target.Item;
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}
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}
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return false;
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bool IsOrderedToOperateThis(AIController ai) => ai is HumanAIController humanAI && humanAI.ObjectiveManager.CurrentOrder is AIObjectiveOperateItem operateObjective && operateObjective.Component.Item == target.Item;
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}
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#region Wrappers
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+1
-1
@@ -415,7 +415,7 @@ namespace Barotrauma
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Get item failed to reach {moveToTarget}", Color.Yellow);
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#endif
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if (character.IsOnPlayerTeam && objectiveManager.CurrentOrder != null)
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if (character.IsOnPlayerTeam && objectiveManager.CurrentOrder == objectiveManager.CurrentObjective)
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{
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string TargetName = (moveToTarget as MapEntity)?.Name ?? (moveToTarget as Character)?.Name ?? moveToTarget.ToString();
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string msg = TargetName == null ? TextManager.Get("dialogcannotreachtarget", true) : TextManager.GetWithVariable("dialogcannotreachtarget", "[name]", TargetName, formatCapitals: !(moveToTarget is Character));
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+1
-1
@@ -147,7 +147,7 @@ namespace Barotrauma
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {Target}", Color.Yellow);
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#endif
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if (character.IsOnPlayerTeam && objectiveManager.CurrentOrder != null && DialogueIdentifier != null && SpeakIfFails)
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if (character.IsOnPlayerTeam && objectiveManager.CurrentOrder == objectiveManager.CurrentObjective && DialogueIdentifier != null && SpeakIfFails)
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{
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string msg = TargetName == null ? TextManager.Get(DialogueIdentifier, true) : TextManager.GetWithVariable(DialogueIdentifier, "[name]", TargetName, formatCapitals: !(Target is Character));
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if (msg != null)
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+7
-1
@@ -132,7 +132,13 @@ namespace Barotrauma
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}
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var order = new Order(orderPrefab, item ?? character.CurrentHull as Entity, orderPrefab.GetTargetItemComponent(item), orderGiver: character);
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if (order == null) { continue; }
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if (autonomousObjective.ignoreAtOutpost && Level.IsLoadedOutpost && character.TeamID != CharacterTeamType.FriendlyNPC) { continue; }
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if (autonomousObjective.ignoreAtOutpost && Level.IsLoadedOutpost && character.TeamID != CharacterTeamType.FriendlyNPC)
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{
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if (Submarine.MainSub != null && Submarine.MainSub.DockedTo.None(s => s.TeamID != CharacterTeamType.FriendlyNPC && s.TeamID != character.TeamID))
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{
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continue;
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}
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}
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var objective = CreateObjective(order, autonomousObjective.option, character, isAutonomous: true, autonomousObjective.priorityModifier);
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if (objective != null && objective.CanBeCompleted)
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{
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+1
-1
@@ -121,7 +121,7 @@ namespace Barotrauma
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{
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float value = CumulatedDevotion + (AIObjectiveManager.LowestOrderPriority * PriorityModifier);
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float max = AIObjectiveManager.LowestOrderPriority - 1;
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if (reactor != null && reactor.PowerOn && Option == "powerup")
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if (reactor != null && reactor.PowerOn && reactor.FissionRate > 1 && Option == "powerup")
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{
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// Decrease the priority when targeting a reactor that is already on.
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value /= 2;
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@@ -1343,6 +1343,22 @@ namespace Barotrauma
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/// </summary>
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public float SpeedMultiplier { get; private set; } = 1;
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private double propulsionSpeedMultiplierLastSet;
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private float propulsionSpeedMultiplier;
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/// <summary>
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/// Can be used to modify the speed at which Propulsion ItemComponents move the character via StatusEffects (e.g. heavy suit can slow down underwater scooters)
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/// </summary>
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public float PropulsionSpeedMultiplier
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{
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get { return propulsionSpeedMultiplier; }
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set
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{
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propulsionSpeedMultiplier = value;
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propulsionSpeedMultiplierLastSet = Timing.TotalTime;
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}
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}
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public void StackSpeedMultiplier(float val)
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{
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if (val < 1f)
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@@ -1365,6 +1381,10 @@ namespace Barotrauma
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{
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greatestPositiveSpeedMultiplier = 1f;
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greatestNegativeSpeedMultiplier = 1f;
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if (Timing.TotalTime > propulsionSpeedMultiplierLastSet + 0.1)
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{
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propulsionSpeedMultiplier = 1.0f;
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}
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}
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private float greatestNegativeHealthMultiplier = 1f;
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@@ -3420,6 +3440,7 @@ namespace Barotrauma
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if (statusEffect.type != actionType) { continue; }
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if (statusEffect.type == ActionType.OnDamaged)
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{
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if (LastDamage.Afflictions == null || LastDamage.Afflictions.None(a => a.Prefab.AfflictionType == "damage")) { continue; }
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if (statusEffect.OnlyPlayerTriggered)
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{
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if (LastAttacker == null || !LastAttacker.IsPlayer)
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@@ -1127,6 +1127,7 @@ namespace Barotrauma
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if (statusEffect.type != actionType) { continue; }
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if (statusEffect.type == ActionType.OnDamaged)
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{
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if (character.LastDamage.Afflictions == null || character.LastDamage.Afflictions.None(a => a.Prefab.AfflictionType == "damage")) { continue; }
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if (statusEffect.OnlyPlayerTriggered)
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{
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if (character.LastAttacker == null || !character.LastAttacker.IsPlayer)
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