Build 0.18.0.0

This commit is contained in:
Markus Isberg
2022-05-13 00:55:52 +09:00
parent 15d18e6ff6
commit 7547a9b78a
218 changed files with 3881 additions and 2192 deletions
@@ -300,6 +300,7 @@ namespace Barotrauma
}
public static AfflictionPrefab InternalDamage => Prefabs["internaldamage"];
public static AfflictionPrefab BiteWounds => Prefabs["bitewounds"];
public static AfflictionPrefab ImpactDamage => Prefabs["blunttrauma"];
public static AfflictionPrefab Bleeding => Prefabs["bleeding"];
public static AfflictionPrefab Burn => Prefabs["burn"];
@@ -124,7 +124,18 @@ namespace Barotrauma
public float PressureKillDelay { get; private set; } = 5.0f;
public float Vitality { get; private set; }
private float vitality;
public float Vitality
{
get
{
return Character.IsDead ? minVitality : vitality;
}
private set
{
vitality = value;
}
}
public float HealthPercentage => MathUtils.Percentage(Vitality, MaxVitality);
@@ -725,6 +736,8 @@ namespace Barotrauma
AddLimbAffliction(limbHealth: null, newAffliction, allowStacking);
}
partial void UpdateSkinTint();
partial void UpdateLimbAfflictionOverlays();
public void Update(float deltaTime)
@@ -788,7 +801,7 @@ namespace Barotrauma
if (!Character.GodMode)
{
UpdateLimbAfflictionOverlays();
UpdateSkinTint();
UpdateSkinTint();
CalculateVitality();
if (Vitality <= MinVitality)
@@ -798,23 +811,6 @@ namespace Barotrauma
}
}
private void UpdateSkinTint()
{
FaceTint = DefaultFaceTint;
BodyTint = Color.TransparentBlack;
if (!(Character?.Params?.Health.ApplyAfflictionColors ?? false)) { return; }
foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions)
{
var affliction = kvp.Key;
Color faceTint = affliction.GetFaceTint();
if (faceTint.A > FaceTint.A) { FaceTint = faceTint; }
Color bodyTint = affliction.GetBodyTint();
if (bodyTint.A > BodyTint.A) { BodyTint = bodyTint; }
}
}
private void UpdateDamageReductions(float deltaTime)
{
float healthRegen = Character.Params.Health.ConstantHealthRegeneration;
@@ -905,6 +901,7 @@ namespace Barotrauma
if (Unkillable || Character.GodMode) { return; }
var (type, affliction) = GetCauseOfDeath();
UpdateLimbAfflictionOverlays();
UpdateSkinTint();
Character.Kill(type, affliction);
#if CLIENT