Unstable 0.15.13.0
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+1
@@ -8,6 +8,7 @@ namespace Barotrauma.Abilities
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private readonly AbilityFlags abilityFlag;
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private bool lastState;
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public override bool AllowClientSimulation => true;
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public CharacterAbilityModifyFlag(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
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{
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+1
@@ -6,6 +6,7 @@ namespace Barotrauma.Abilities
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class CharacterAbilityModifyReduceAffliction : CharacterAbility
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{
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float addedAmountMultiplier;
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public override bool AllowClientSimulation => true;
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public CharacterAbilityModifyReduceAffliction(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
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{
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+1
@@ -7,6 +7,7 @@ namespace Barotrauma.Abilities
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private readonly string resistanceId;
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private readonly float resistance;
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bool lastState;
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public override bool AllowClientSimulation => true;
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// should probably be split to different classes
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public CharacterAbilityModifyResistance(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
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+1
@@ -7,6 +7,7 @@ namespace Barotrauma.Abilities
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private readonly StatTypes statType;
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private readonly float value;
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bool lastState;
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public override bool AllowClientSimulation => true;
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public CharacterAbilityModifyStat(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
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{
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+1
@@ -8,6 +8,7 @@ namespace Barotrauma.Abilities
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private readonly StatTypes statType;
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private readonly float maxValue;
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private float lastValue = 0f;
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public override bool AllowClientSimulation => true;
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public CharacterAbilityModifyStatToFlooding(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
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{
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+1
@@ -9,6 +9,7 @@ namespace Barotrauma.Abilities
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private readonly float statPerLevel;
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private readonly int maxLevel;
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private float lastValue = 0f;
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public override bool AllowClientSimulation => true;
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public CharacterAbilityModifyStatToLevel(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
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{
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+1
@@ -10,6 +10,7 @@ namespace Barotrauma.Abilities
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private readonly string skillIdentifier;
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private readonly bool useAll;
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private float lastValue = 0f;
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public override bool AllowClientSimulation => true;
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public CharacterAbilityModifyStatToSkill(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
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{
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+1
@@ -8,6 +8,7 @@ namespace Barotrauma.Abilities
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private float maxValue;
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private string afflictionIdentifier;
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private float lastValue = 0f;
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public override bool AllowClientSimulation => true;
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public CharacterAbilityPsychoClown(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
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{
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