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
@@ -478,21 +478,6 @@ namespace Barotrauma
aiming = false;
wasAimingMelee = aimingMelee;
aimingMelee = false;
if (!shouldHangWithRope)
{
StopHangingWithRope();
}
if (!shouldHoldToRope)
{
StopHoldingToRope();
}
if (!shouldBeDraggedWithRope)
{
StopGettingDraggedWithRope();
}
shouldHoldToRope = false;
shouldHangWithRope = false;
shouldBeDraggedWithRope = false;
}
void UpdateStanding()
@@ -1256,34 +1241,25 @@ namespace Barotrauma
float prevVitality = target.Vitality;
bool wasCritical = prevVitality < 0.0f;
if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient) //Serverside code
float cprBoost = character.GetStatValue(StatTypes.CPRBoost);
float skill = character.GetSkillLevel(Tags.MedicalSkill);
bool oxygenAvailable = target.OxygenAvailable >= CharacterHealth.InsufficientOxygenThreshold;
//Serverside code
if (oxygenAvailable && GameMain.NetworkMember is not { IsClient: true })
{
target.Oxygen += deltaTime * 0.5f; //Stabilize them
}
float cprBoost = character.GetStatValue(StatTypes.CPRBoost);
int skill = (int)character.GetSkillLevel(Tags.MedicalSkill);
if (GameMain.NetworkMember is not { IsClient: true })
{
if (cprBoost >= 1f)
{
//prevent the patient from suffocating no matter how fast their oxygen level is dropping
target.Oxygen = Math.Max(target.Oxygen, -10.0f);
}
}
//Serverside code
if (GameMain.NetworkMember is not { IsClient: true })
{
if (target.Oxygen < -10.0f)
{
//stabilize the oxygen level but don't allow it to go positive and revive the character yet
float stabilizationAmount = skill * CPRSettings.Active.StabilizationPerSkill;
stabilizationAmount = MathHelper.Clamp(stabilizationAmount, CPRSettings.Active.StabilizationMin, CPRSettings.Active.StabilizationMax);
character.Oxygen -= 1.0f / stabilizationAmount * deltaTime; //Worse skill = more oxygen required
if (character.Oxygen > 0.0f) { target.Oxygen += stabilizationAmount * deltaTime; } //we didn't suffocate yet did we
target.Oxygen += stabilizationAmount * deltaTime;
}
}
@@ -1317,7 +1293,7 @@ namespace Barotrauma
}
//need to CPR for at least a couple of seconds before the target can be revived
//(reviving the target when the CPR has barely started looks strange)
if (cprAnimTimer > 2.0f && GameMain.NetworkMember is not { IsClient: true })
if (oxygenAvailable && cprAnimTimer > 2.0f && GameMain.NetworkMember is not { IsClient: true })
{
float reviveChance = skill * CPRSettings.Active.ReviveChancePerSkill;
reviveChance = (float)Math.Pow(reviveChance, CPRSettings.Active.ReviveChanceExponent);
@@ -1338,7 +1314,7 @@ namespace Barotrauma
//got the character back into a non-critical state, increase medical skill
//BUT only if it has been more than 10 seconds since the character revived someone
//otherwise it's easy to abuse the system by repeatedly reviving in a low-oxygen room
if (!target.IsDead)
if (!target.IsDead || !oxygenAvailable)
{
target.CharacterHealth.RecalculateVitality();
if (wasCritical && target.Vitality > 0.0f && Timing.TotalTime > lastReviveTime + 10.0f)