(3dc4135ce) v0.9.5.1

This commit is contained in:
Regalis
2019-11-21 18:22:25 +01:00
parent b39922a074
commit 5c95c53118
287 changed files with 12655 additions and 5048 deletions
@@ -13,7 +13,7 @@ namespace Barotrauma
{
private static bool toggledThisFrame;
private static Sprite damageOverlay;
public static Sprite DamageOverlay;
private static string[] strengthTexts;
@@ -153,12 +153,7 @@ namespace Barotrauma
get { return healthBarPulsateTimer; }
set { healthBarPulsateTimer = MathHelper.Clamp(value, 0.0f, 10.0f); }
}
static CharacterHealth()
{
damageOverlay = new Sprite("Content/UI/damageOverlay.png", Vector2.Zero);
}
partial void InitProjSpecific(XElement element, Character character)
{
DisplayedVitality = MaxVitality;
@@ -837,8 +832,8 @@ namespace Barotrauma
if (damageOverlayAlpha > 0.0f)
{
damageOverlay.Draw(spriteBatch, Vector2.Zero, Color.White * damageOverlayAlpha, Vector2.Zero, 0.0f,
new Vector2(GameMain.GraphicsWidth / damageOverlay.size.X, GameMain.GraphicsHeight / damageOverlay.size.Y));
DamageOverlay?.Draw(spriteBatch, Vector2.Zero, Color.White * damageOverlayAlpha, Vector2.Zero, 0.0f,
new Vector2(GameMain.GraphicsWidth / DamageOverlay.size.X, GameMain.GraphicsHeight / DamageOverlay.size.Y));
}
if (Character.Inventory != null)
@@ -997,30 +992,7 @@ namespace Barotrauma
//key = item identifier
//float = suitability
Dictionary<string, float> treatmentSuitability = new Dictionary<string, float>();
float minSuitability = -10, maxSuitability = 10;
foreach (Affliction affliction in afflictions)
{
foreach (KeyValuePair<string, float> treatment in affliction.Prefab.TreatmentSuitability)
{
if (!treatmentSuitability.ContainsKey(treatment.Key))
{
treatmentSuitability[treatment.Key] = treatment.Value * affliction.Strength;
}
else
{
treatmentSuitability[treatment.Key] += treatment.Value * affliction.Strength;
}
minSuitability = Math.Min(treatmentSuitability[treatment.Key], minSuitability);
maxSuitability = Math.Max(treatmentSuitability[treatment.Key], maxSuitability);
}
}
//normalize the suitabilities to a range of 0 to 1
foreach (string treatment in treatmentSuitability.Keys.ToList())
{
treatmentSuitability[treatment] = (treatmentSuitability[treatment] - minSuitability) / (maxSuitability - minSuitability);
//lerp towards a random value if the medical skill is low
treatmentSuitability[treatment] = MathHelper.Lerp(treatmentSuitability[treatment], Rand.Range(0.0f, 1.0f), randomVariance);
}
GetSuitableTreatments(treatmentSuitability, normalize: true, randomization: randomVariance);
foreach (Affliction affliction in afflictions)
{
@@ -2,7 +2,7 @@
{
partial class DamageModifier
{
[Serialize("", false)]
[Serialize("", false), Editable]
public string DamageSound
{
get;