Release 1.11.4.1 (Winter Update)
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+4
-4
@@ -769,7 +769,7 @@ namespace Barotrauma
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Attack attack = GetAttackDefinition(weapon);
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if (attack != null)
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{
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lethalDmg = attack.GetTotalDamage();
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lethalDmg = attack.GetTotalCharacterDamage();
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float max = lethalDmg + 1;
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if (weapon.Item.HasTag(Tags.StunnerItem))
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{
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@@ -795,7 +795,7 @@ namespace Barotrauma
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Attack attack = GetAttackDefinition(weapon);
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if (attack != null)
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{
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lethalDmg = attack.GetTotalDamage();
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lethalDmg = attack.GetTotalCharacterDamage();
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float stunDmg = ApproximateStunDamage(weapon, attack);
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float diff = stunDmg - lethalDmg;
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if (diff < 0)
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@@ -809,7 +809,7 @@ namespace Barotrauma
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{
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// Cannot do stun damage -> use the melee damage to determine the priority.
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Attack attack = GetAttackDefinition(weapon);
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priority = attack?.GetTotalDamage() ?? priority / 2;
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priority = attack?.GetTotalCharacterDamage() ?? priority / 2;
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}
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// Reduce the priority of the weapon, if we don't have requires skills to use it.
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float startPriority = priority;
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@@ -960,7 +960,7 @@ namespace Barotrauma
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Attack attack = GetAttackDefinition(weapon);
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if (attack != null)
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{
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lethalDmg = attack.GetTotalDamage();
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lethalDmg = attack.GetTotalCharacterDamage();
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}
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return lethalDmg;
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}
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