Build 1.1.4.0
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@@ -212,7 +212,7 @@ namespace Barotrauma.Items.Components
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Sprite pingCircle = GUIStyle.UIThermalGlow.Value.Sprite;
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foreach (Limb limb in c.AnimController.Limbs)
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{
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if (limb.Mass < 1.0f) { continue; }
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if (limb.Mass < 0.5f && limb != c.AnimController.MainLimb) { continue; }
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float noise1 = PerlinNoise.GetPerlin((thermalEffectState + limb.Params.ID + c.ID) * 0.01f, (thermalEffectState + limb.Params.ID + c.ID) * 0.02f);
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float noise2 = PerlinNoise.GetPerlin((thermalEffectState + limb.Params.ID + c.ID) * 0.01f, (thermalEffectState + limb.Params.ID + c.ID) * 0.008f);
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Vector2 spriteScale = ConvertUnits.ToDisplayUnits(limb.body.GetSize()) / pingCircle.size * (noise1 * 0.5f + 2f);
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@@ -302,7 +302,18 @@ namespace Barotrauma.Items.Components
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Dictionary<AfflictionPrefab, float> combinedAfflictionStrengths = new Dictionary<AfflictionPrefab, float>();
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foreach (Affliction affliction in allAfflictions)
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{
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if (affliction.Strength < affliction.Prefab.ShowInHealthScannerThreshold || affliction.Strength <= 0.0f) { continue; }
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if (affliction.Strength <= 0f) { continue; }
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if (affliction.Strength < affliction.Prefab.ShowInHealthScannerThreshold)
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{
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if (target.IsHuman || target.IsOnPlayerTeam || (affliction.Prefab.AfflictionType != AfflictionPrefab.PoisonType && affliction.Prefab.AfflictionType != AfflictionPrefab.ParalysisType))
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{
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// Always show the poisons on monsters, because poisoning bigger monsters require multiple doses.
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// The solution is hacky, but didn't want to introduce an extra property for this.
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// 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.
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// 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.
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continue;
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}
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}
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if (combinedAfflictionStrengths.ContainsKey(affliction.Prefab))
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{
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combinedAfflictionStrengths[affliction.Prefab] += affliction.Strength;
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