0.1500.3.0 (🗿 edition)
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+5
-3
@@ -14,6 +14,8 @@ namespace Barotrauma.Abilities
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// currently only used to turn off simulation if random conditions are in use
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public bool IsActive { get; private set; } = true;
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public readonly AbilityEffectType AbilityEffectType;
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protected int maxTriggerCount { get; }
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protected int timesTriggered = 0;
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@@ -24,8 +26,9 @@ namespace Barotrauma.Abilities
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// separate dictionaries for each type of characterability?
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protected readonly List<CharacterAbility> characterAbilities = new List<CharacterAbility>();
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public CharacterAbilityGroup(CharacterTalent characterTalent, XElement abilityElementGroup)
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public CharacterAbilityGroup(AbilityEffectType abilityEffectType, CharacterTalent characterTalent, XElement abilityElementGroup)
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{
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AbilityEffectType = abilityEffectType;
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CharacterTalent = characterTalent;
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Character = CharacterTalent.Character;
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maxTriggerCount = abilityElementGroup.GetAttributeInt("maxtriggercount", int.MaxValue);
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@@ -168,8 +171,7 @@ namespace Barotrauma.Abilities
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public static StatTypes ParseStatType(string statTypeString, string debugIdentifier)
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{
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StatTypes statType;
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if (!Enum.TryParse(statTypeString, true, out statType))
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if (!Enum.TryParse(statTypeString, true, out StatTypes statType))
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{
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DebugConsole.ThrowError("Invalid stat type type \"" + statTypeString + "\" in CharacterTalent (" + debugIdentifier + ")");
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}
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+2
-1
@@ -8,7 +8,8 @@ namespace Barotrauma.Abilities
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{
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class CharacterAbilityGroupEffect : CharacterAbilityGroup
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{
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public CharacterAbilityGroupEffect(CharacterTalent characterTalent, XElement abilityElementGroup) : base(characterTalent, abilityElementGroup) { }
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public CharacterAbilityGroupEffect(AbilityEffectType abilityEffectType, CharacterTalent characterTalent, XElement abilityElementGroup) :
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base(abilityEffectType, characterTalent, abilityElementGroup) { }
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public void CheckAbilityGroup(AbilityObject abilityObject)
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{
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+2
-1
@@ -15,7 +15,8 @@ namespace Barotrauma.Abilities
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private float effectDelayTimer;
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public CharacterAbilityGroupInterval(CharacterTalent characterTalent, XElement abilityElementGroup) : base(characterTalent, abilityElementGroup)
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public CharacterAbilityGroupInterval(AbilityEffectType abilityEffectType, CharacterTalent characterTalent, XElement abilityElementGroup) :
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base(abilityEffectType, characterTalent, abilityElementGroup)
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{
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// too many overlapping intervals could cause hitching? maybe randomize a little
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interval = abilityElementGroup.GetAttributeFloat("interval", 0f);
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