Unstable 0.16.0.0
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@@ -111,6 +111,7 @@ namespace Barotrauma
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private Affliction oxygenLowAffliction;
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private Affliction pressureAffliction;
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private Affliction stunAffliction;
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public Affliction BloodlossAffliction { get => bloodlossAffliction; }
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public bool IsUnconscious
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{
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@@ -181,7 +182,7 @@ namespace Barotrauma
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public float BloodlossAmount
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{
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get { return bloodlossAffliction.Strength; }
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set { bloodlossAffliction.Strength = MathHelper.Clamp(value, 0.0f, 100.0f); }
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set { bloodlossAffliction.Strength = MathHelper.Clamp(value, 0, bloodlossAffliction.Prefab.MaxStrength); }
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}
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public float Stun
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@@ -324,7 +325,11 @@ namespace Barotrauma
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if (kvp.Key == affliction)
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{
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int limbHealthIndex = limbHealths.IndexOf(kvp.Value);
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return Character.AnimController.Limbs.FirstOrDefault(l => l.HealthIndex == limbHealthIndex);
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foreach (Limb limb in Character.AnimController.Limbs)
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{
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if (limb.HealthIndex == limbHealthIndex) { return limb; }
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}
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return null;
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}
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}
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return null;
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@@ -658,7 +663,7 @@ namespace Barotrauma
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newStrength = Math.Min(existingAffliction.Prefab.MaxStrength, newStrength);
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if (existingAffliction == stunAffliction) { Character.SetStun(newStrength, true, true); }
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existingAffliction.Strength = newStrength;
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existingAffliction.Source = newAffliction.Source;
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if (newAffliction.Source != null) { existingAffliction.Source = newAffliction.Source; }
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CalculateVitality();
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if (Vitality <= MinVitality)
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{
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@@ -744,7 +749,6 @@ namespace Barotrauma
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Character.StackSpeedMultiplier(1f + Character.GetStatValue(StatTypes.MovementSpeed));
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// maybe a bit of a hacky way to do this. should inquire if there is a better way. M61T
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if (Character.InWater)
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{
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Character.StackSpeedMultiplier(1f + Character.GetStatValue(StatTypes.SwimmingSpeed));
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