Build 1.1.4.0

This commit is contained in:
Markus Isberg
2023-03-31 18:40:44 +03:00
parent efba17e0ff
commit 9470edead3
483 changed files with 17487 additions and 8548 deletions
@@ -212,7 +212,7 @@ namespace Barotrauma.Items.Components
Sprite pingCircle = GUIStyle.UIThermalGlow.Value.Sprite;
foreach (Limb limb in c.AnimController.Limbs)
{
if (limb.Mass < 1.0f) { continue; }
if (limb.Mass < 0.5f && limb != c.AnimController.MainLimb) { continue; }
float noise1 = PerlinNoise.GetPerlin((thermalEffectState + limb.Params.ID + c.ID) * 0.01f, (thermalEffectState + limb.Params.ID + c.ID) * 0.02f);
float noise2 = PerlinNoise.GetPerlin((thermalEffectState + limb.Params.ID + c.ID) * 0.01f, (thermalEffectState + limb.Params.ID + c.ID) * 0.008f);
Vector2 spriteScale = ConvertUnits.ToDisplayUnits(limb.body.GetSize()) / pingCircle.size * (noise1 * 0.5f + 2f);
@@ -302,7 +302,18 @@ namespace Barotrauma.Items.Components
Dictionary<AfflictionPrefab, float> combinedAfflictionStrengths = new Dictionary<AfflictionPrefab, float>();
foreach (Affliction affliction in allAfflictions)
{
if (affliction.Strength < affliction.Prefab.ShowInHealthScannerThreshold || affliction.Strength <= 0.0f) { continue; }
if (affliction.Strength <= 0f) { continue; }
if (affliction.Strength < affliction.Prefab.ShowInHealthScannerThreshold)
{
if (target.IsHuman || target.IsOnPlayerTeam || (affliction.Prefab.AfflictionType != AfflictionPrefab.PoisonType && affliction.Prefab.AfflictionType != AfflictionPrefab.ParalysisType))
{
// Always show the poisons on monsters, because poisoning bigger monsters require multiple doses.
// The solution is hacky, but didn't want to introduce an extra property for this.
// We also want to have a relatively high thershold for showing the poisons on the scanner on humans, so that it's not instantly clear that a target is poisoned and especially not which poison was used.
// Paralysis is treated like a poison but isn't technically a poison, so that we can have multiple afflictions that still are treated the same.
continue;
}
}
if (combinedAfflictionStrengths.ContainsKey(affliction.Prefab))
{
combinedAfflictionStrengths[affliction.Prefab] += affliction.Strength;