Release 1.11.4.1 (Winter Update)

This commit is contained in:
Markus Isberg
2025-12-08 14:56:47 +00:00
parent 21e34e5cd8
commit 598966f200
121 changed files with 1614 additions and 819 deletions
@@ -769,7 +769,7 @@ namespace Barotrauma
Attack attack = GetAttackDefinition(weapon);
if (attack != null)
{
lethalDmg = attack.GetTotalDamage();
lethalDmg = attack.GetTotalCharacterDamage();
float max = lethalDmg + 1;
if (weapon.Item.HasTag(Tags.StunnerItem))
{
@@ -795,7 +795,7 @@ namespace Barotrauma
Attack attack = GetAttackDefinition(weapon);
if (attack != null)
{
lethalDmg = attack.GetTotalDamage();
lethalDmg = attack.GetTotalCharacterDamage();
float stunDmg = ApproximateStunDamage(weapon, attack);
float diff = stunDmg - lethalDmg;
if (diff < 0)
@@ -809,7 +809,7 @@ namespace Barotrauma
{
// Cannot do stun damage -> use the melee damage to determine the priority.
Attack attack = GetAttackDefinition(weapon);
priority = attack?.GetTotalDamage() ?? priority / 2;
priority = attack?.GetTotalCharacterDamage() ?? priority / 2;
}
// Reduce the priority of the weapon, if we don't have requires skills to use it.
float startPriority = priority;
@@ -960,7 +960,7 @@ namespace Barotrauma
Attack attack = GetAttackDefinition(weapon);
if (attack != null)
{
lethalDmg = attack.GetTotalDamage();
lethalDmg = attack.GetTotalCharacterDamage();
}
return lethalDmg;
}