Build 1.1.4.0
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@@ -109,6 +109,26 @@ namespace Barotrauma
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set => grainStrength = Math.Max(0, value);
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}
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/// <summary>
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/// Can be used by status effects
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/// </summary>
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public float CollapseEffectStrength
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{
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get { return Level.Loaded?.Renderer?.CollapseEffectStrength ?? 0.0f; }
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set
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{
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if (Level.Loaded?.Renderer == null) { return; }
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if (Controlled == this)
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{
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float strength = MathHelper.Clamp(value, 0.0f, 1.0f);
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Level.Loaded.Renderer.CollapseEffectStrength = strength;
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Level.Loaded.Renderer.CollapseEffectOrigin = Submarine?.WorldPosition ?? WorldPosition;
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Screen.Selected.Cam.Shake = Math.Max(MathF.Pow(strength, 3) * 100.0f, Screen.Selected.Cam.Shake);
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Screen.Selected.Cam.Rotation = strength * (PerlinNoise.GetPerlin((float)Timing.TotalTime * 0.01f, (float)Timing.TotalTime * 0.05f) - 0.5f);
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Level.Loaded.Renderer.ChromaticAberrationStrength = value * 50.0f;
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}
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}
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}
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/// <summary>
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/// Can be used to set camera shake from status effects
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/// </summary>
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@@ -278,6 +298,21 @@ namespace Barotrauma
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{
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keys[i].SetState();
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}
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if (CharacterInventory.IsMouseOnInventory && CharacterHUD.ShouldDrawInventory(this))
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{
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ResetInputIfPrimaryMouse(InputType.Use);
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ResetInputIfPrimaryMouse(InputType.Shoot);
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ResetInputIfPrimaryMouse(InputType.Select);
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void ResetInputIfPrimaryMouse(InputType inputType)
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{
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if (GameSettings.CurrentConfig.KeyMap.Bindings[inputType].MouseButton == MouseButton.PrimaryMouse)
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{
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keys[(int)inputType].Reset();
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}
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}
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}
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//if we were firing (= pressing the aim and shoot keys at the same time)
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//and the fire key is the same as Select or Use, reset the key to prevent accidentally selecting/using items
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if (wasFiring && !keys[(int)InputType.Shoot].Held)
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@@ -296,8 +331,7 @@ namespace Barotrauma
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float targetOffsetAmount = 0.0f;
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if (moveCam)
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{
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if (NeedsAir && !IsProtectedFromPressure() &&
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(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure > 0.0f))
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if (!IsProtectedFromPressure && (AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure > 0.0f))
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{
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float pressure = AnimController.CurrentHull == null ? 100.0f : AnimController.CurrentHull.LethalPressure;
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if (pressure > 0.0f)
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@@ -911,7 +945,7 @@ namespace Barotrauma
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{
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name += " " + TextManager.Get("Disguised");
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}
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else if (Info.Title != null)
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else if (Info.Title != null && TeamID != CharacterTeamType.Team1)
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{
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name += '\n' + Info.Title;
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}
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@@ -987,13 +1021,13 @@ namespace Barotrauma
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}
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}
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if (CharacterHealth.DisplayedVitality < MaxVitality * 0.98f && hudInfoVisible)
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if (Params.ShowHealthBar && CharacterHealth.DisplayedVitality < MaxVitality * 0.98f && hudInfoVisible)
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{
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hudInfoAlpha = Math.Max(hudInfoAlpha, Math.Min(CharacterHealth.DamageOverlayTimer, 1.0f));
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Vector2 healthBarPos = new Vector2(pos.X - 50, -pos.Y);
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GUI.DrawProgressBar(spriteBatch, healthBarPos, new Vector2(100.0f, 15.0f),
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CharacterHealth.DisplayedVitality / MaxVitality,
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CharacterHealth.DisplayedVitality / MaxVitality,
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Color.Lerp(GUIStyle.Red, GUIStyle.Green, CharacterHealth.DisplayedVitality / MaxVitality) * 0.8f * hudInfoAlpha,
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new Color(0.5f, 0.57f, 0.6f, 1.0f) * hudInfoAlpha);
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}
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