Unstable 0.15.15.0 (and the one before it I forgor)
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+3
-2
@@ -174,7 +174,8 @@ namespace Barotrauma
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private void CharacterDead(Character character, CauseOfDeath causeOfDeath)
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{
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
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if (Strength < TransformThresholdOnDeath || character.Removed)
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if (Strength < TransformThresholdOnDeath || character.Removed ||
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character.CharacterHealth.GetAllAfflictions().Any(a => a.GetActiveEffect()?.BlockTransformation.Contains(Prefab.Identifier) ?? false))
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{
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UnsubscribeFromDeathEvent();
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return;
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@@ -193,7 +194,7 @@ namespace Barotrauma
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CoroutineManager.StartCoroutine(CreateAIHusk());
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}
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private IEnumerable<object> CreateAIHusk()
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private IEnumerable<CoroutineStatus> CreateAIHusk()
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{
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//character already in remove queue (being removed by something else, for example a modded affliction that uses AfflictionHusk as the base)
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// -> don't spawn the AI husk
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+6
@@ -234,6 +234,11 @@ namespace Barotrauma
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[Serialize("0,0,0,0", false)]
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public Color MaxBodyTint { get; private set; }
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/// <summary>
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/// Prevents AfflictionHusks with the specified identifier(s) from transforming the character into an AI-controlled character
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/// </summary>
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public string[] BlockTransformation { get; private set; }
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public readonly Dictionary<StatTypes, (float minValue, float maxValue)> AfflictionStatValues = new Dictionary<StatTypes, (float minValue, float maxValue)>();
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public readonly HashSet<AbilityFlags> AfflictionAbilityFlags = new HashSet<AbilityFlags>();
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@@ -245,6 +250,7 @@ namespace Barotrauma
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SerializableProperty.DeserializeProperties(this, element);
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resistanceFor = element.GetAttributeStringArray("resistancefor", new string[0], convertToLowerInvariant: true);
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BlockTransformation = element.GetAttributeStringArray("blocktransformation", new string[0], convertToLowerInvariant: true);
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foreach (XElement subElement in element.Elements())
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{
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