diff --git a/Barotrauma/BarotraumaShared/Source/Characters/Character.cs b/Barotrauma/BarotraumaShared/Source/Characters/Character.cs index 0f33c6f10..de7d70803 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/Character.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/Character.cs @@ -1611,13 +1611,23 @@ namespace Barotrauma //Health effects if (needsAir) UpdateOxygen(deltaTime); - Health -= bleeding * deltaTime; - Bleeding -= BleedingDecreaseSpeed * deltaTime; + if (DoesBleed) + { + Health -= bleeding * deltaTime; + Bleeding -= BleedingDecreaseSpeed * deltaTime; + } if (health <= minHealth) Kill(CauseOfDeath.Bloodloss); if (!IsDead) LockHands = false; + UpdateSightRange(); + if (aiTarget != null) aiTarget.SoundRange = 0.0f; + + lowPassMultiplier = MathHelper.Lerp(lowPassMultiplier, 1.0f, 0.1f); + + if (health <= minHealth) Kill(CauseOfDeath.Bloodloss); + //ragdoll button if (IsRagdolled) { @@ -1642,22 +1652,6 @@ namespace Barotrauma { selectedConstruction = null; } - - UpdateSightRange(); - if (aiTarget != null) aiTarget.SoundRange = 0.0f; - - lowPassMultiplier = MathHelper.Lerp(lowPassMultiplier, 1.0f, 0.1f); - - if (DoesBleed) - { - Health -= bleeding * deltaTime; - Bleeding -= BleedingDecreaseSpeed * deltaTime; - } - - if (health <= minHealth) Kill(CauseOfDeath.Bloodloss); - - if (!IsDead) LockHands = false; - //CPR stuff is handled in the UpdateCPR function in HumanoidAnimController } partial void UpdateControlled(float deltaTime, Camera cam);