Build 0.18.4.0
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@@ -117,7 +117,29 @@ namespace Barotrauma
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protected Key[] keys;
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public HumanPrefab HumanPrefab;
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private HumanPrefab humanPrefab;
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public HumanPrefab HumanPrefab
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{
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get { return humanPrefab; }
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set
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{
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if (humanPrefab == value) { return; }
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humanPrefab = value;
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if (humanPrefab != null)
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{
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HumanPrefabHealthMultiplier = humanPrefab.HealthMultiplier;
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if (GameMain.NetworkMember != null)
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{
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HumanPrefabHealthMultiplier *= humanPrefab.HealthMultiplierInMultiplayer;
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}
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}
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else
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{
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HumanPrefabHealthMultiplier = 1.0f;
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}
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}
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}
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private CharacterTeamType teamID;
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public CharacterTeamType TeamID
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@@ -1192,7 +1214,7 @@ namespace Barotrauma
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CharacterHealth = new CharacterHealth(selectedHealthElement, this, limbHealthElement);
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}
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if (Params.Husk && speciesName != "husk")
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if (Params.Husk && speciesName != "husk" && Prefab.VariantOf != "husk")
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{
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// Get the non husked name and find the ragdoll with it
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var matchingAffliction = AfflictionPrefab.List
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@@ -1392,7 +1414,7 @@ namespace Barotrauma
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if (inputType == InputType.Up || inputType == InputType.Down ||
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inputType == InputType.Left || inputType == InputType.Right)
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{
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var invertControls = CharacterHealth.GetAffliction("invertcontrols");
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var invertControls = CharacterHealth.GetAfflictionOfType("invertcontrols".ToIdentifier());
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if (invertControls != null)
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{
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switch (inputType)
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@@ -1652,14 +1674,9 @@ namespace Barotrauma
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}
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/// <summary>
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/// Can be used to modify a character's health for runtime session. Change with AddHealthMultiplier
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/// Health multiplier of the human prefab this character is an instance of (if any)
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/// </summary>
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public float StaticHealthMultiplier { get; private set; } = 1;
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public void AddStaticHealthMultiplier(float newMultiplier)
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{
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StaticHealthMultiplier *= newMultiplier;
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}
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public float HumanPrefabHealthMultiplier { get; private set; } = 1;
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/// <summary>
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/// Speed reduction from the current limb specific damage. Min 0, max 1.
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@@ -4824,21 +4841,21 @@ namespace Barotrauma
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}
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}
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private readonly List<AbilityFlags> abilityFlags = new List<AbilityFlags>();
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private AbilityFlags abilityFlags;
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public void AddAbilityFlag(AbilityFlags abilityFlag)
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{
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abilityFlags.Add(abilityFlag);
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abilityFlags |= abilityFlag;
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}
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public void RemoveAbilityFlag(AbilityFlags abilityFlag)
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{
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abilityFlags.Remove(abilityFlag);
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abilityFlags &= ~abilityFlag;
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}
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public bool HasAbilityFlag(AbilityFlags abilityFlag)
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{
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return abilityFlags.Contains(abilityFlag) || CharacterHealth.HasFlag(abilityFlag);
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return abilityFlags.HasFlag(abilityFlag) || CharacterHealth.HasFlag(abilityFlag);
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}
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private readonly Dictionary<Identifier, float> abilityResistances = new Dictionary<Identifier, float>();
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