Unstable 0.17.6.0

This commit is contained in:
Markus Isberg
2022-04-04 16:46:08 +09:00
parent 44ded0225a
commit 95764d1fa8
78 changed files with 1265 additions and 703 deletions
@@ -3450,7 +3450,7 @@ namespace Barotrauma
{
ChangeParams("wall", state, priority / 2);
}
if (canAttackDoors)
if (canAttackDoors && IsAggressiveBoarder)
{
ChangeParams("door", state, priority / 2);
}
@@ -376,19 +376,17 @@ namespace Barotrauma
{
Vector2 diff = currentPath.CurrentNode.WorldPosition - pos;
bool nextLadderSameAsCurrent = IsNextLadderSameAsCurrent;
if (nextLadderSameAsCurrent)
if (nextLadderSameAsCurrent || currentLadder != null && nextLadder != null && Math.Abs(currentLadder.Item.Position.X - nextLadder.Item.Position.X) < 50)
{
//climbing ladders -> don't move horizontally
diff.X = 0.0f;
}
//at the same height as the waypoint
if (Math.Abs(collider.SimPosition.Y - currentPath.CurrentNode.SimPosition.Y) < (collider.height / 2 + collider.radius) * 1.25f)
float heightDiff = Math.Abs(collider.SimPosition.Y - currentPath.CurrentNode.SimPosition.Y);
float colliderSize = (collider.height / 2 + collider.radius) * 1.25f;
if (heightDiff < colliderSize)
{
float heightFromFloor = character.AnimController.GetHeightFromFloor();
if (heightFromFloor <= 0.0f)
{
diff.Y = Math.Max(diff.Y, 100);
}
// We need some margin, because if a hatch has closed, it's possible that the height from floor is slightly negative.
bool isAboveFloor = heightFromFloor > -0.1f;
// If the next waypoint is horizontally far, we don't want to keep holding the ladders
@@ -402,7 +400,10 @@ namespace Barotrauma
// Try to change the ladder (hatches between two submarines)
if (character.SelectedConstruction != nextLadder.Item && nextLadder.Item.IsInsideTrigger(character.WorldPosition))
{
nextLadder.Item.TryInteract(character, forceSelectKey: true);
if (nextLadder.Item.TryInteract(character, forceSelectKey: true))
{
NextNode(!doorsChecked);
}
}
}
if (isAboveFloor || nextLadderSameAsCurrent)
@@ -461,12 +462,16 @@ namespace Barotrauma
bool isTargetTooLow = currentPath.CurrentNode.SimPosition.Y < colliderBottom.Y;
var door = currentPath.CurrentNode.ConnectedDoor;
float margin = MathHelper.Lerp(1, 10, MathHelper.Clamp(Math.Abs(velocity.X) / 5, 0, 1));
if (currentPath.CurrentNode.Stairs != null && currentPath.NextNode?.Stairs == null)
if (currentPath.CurrentNode.Stairs != null)
{
margin = 1;
if (currentPath.CurrentNode.SimPosition.Y < colliderBottom.Y + character.AnimController.ColliderHeightFromFloor * 0.25f)
bool isNextNodeInSameStairs = currentPath.NextNode?.Stairs == currentPath.CurrentNode.Stairs;
if (!isNextNodeInSameStairs)
{
isTargetTooLow = true;
margin = 1;
if (currentPath.CurrentNode.SimPosition.Y < colliderBottom.Y + character.AnimController.ColliderHeightFromFloor * 0.25f)
{
isTargetTooLow = true;
}
}
}
float targetDistance = Math.Max(colliderSize.X / 2 * margin, minWidth / 2);
@@ -630,7 +630,7 @@ namespace Barotrauma
public bool IsActiveObjective<T>() where T : AIObjective => GetActiveObjective() is T;
public AIObjective GetActiveObjective() => CurrentObjective?.GetActiveObjective();
public T GetOrder<T>() where T : AIObjective => CurrentOrders.FirstOrDefault(o => o.Objective is T).Objective as T;
public T GetOrder<T>() where T : AIObjective => CurrentOrders.FirstOrDefault(o => o.Objective is T)?.Objective as T;
/// <summary>
/// Returns the last active objective of the specific type.
@@ -24,6 +24,8 @@ namespace Barotrauma
public bool IsAiming => wasAiming;
public bool IsAimingMelee => wasAimingMelee;
protected bool Aiming => aiming || aimingMelee;
public float ArmLength => upperArmLength + forearmLength;
public abstract GroundedMovementParams WalkParams { get; set; }
@@ -193,7 +193,7 @@ namespace Barotrauma
strongestImpact = 0.0f;
}
if (aiming)
if (Aiming)
{
TargetMovement = TargetMovement.ClampLength(2);
}
@@ -233,7 +233,7 @@ namespace Barotrauma
//don't flip when simply physics is enabled
if (SimplePhysicsEnabled) { return; }
if (!character.IsRemotelyControlled && (character.AIController == null || character.AIController.CanFlip) && !aiming)
if (!character.IsRemotelyControlled && (character.AIController == null || character.AIController.CanFlip) && !Aiming)
{
if (!inWater || (CurrentSwimParams != null && CurrentSwimParams.Mirror))
{
@@ -597,11 +597,11 @@ namespace Barotrauma
{
float torsoAngle = TorsoAngle.Value;
float herpesStrength = character.CharacterHealth.GetAfflictionStrength("spaceherpes");
if (Crouching && !movingHorizontally && !aiming) { torsoAngle -= HumanCrouchParams.ExtraTorsoAngleWhenStationary; }
if (Crouching && !movingHorizontally && !Aiming) { torsoAngle -= HumanCrouchParams.ExtraTorsoAngleWhenStationary; }
torsoAngle -= herpesStrength / 150.0f;
torso.body.SmoothRotate(torsoAngle * Dir, CurrentGroundedParams.TorsoTorque);
}
if (!aiming && CurrentGroundedParams.FixedHeadAngle && HeadAngle.HasValue)
if (!Aiming && CurrentGroundedParams.FixedHeadAngle && HeadAngle.HasValue)
{
float headAngle = HeadAngle.Value;
if (Crouching && !movingHorizontally) { headAngle -= HumanCrouchParams.ExtraHeadAngleWhenStationary; }
@@ -817,48 +817,16 @@ namespace Barotrauma
Limb torso = GetLimb(LimbType.Torso);
if (head == null) { return; }
if (torso == null) { return; }
//check both hulls: the hull whose coordinate space the ragdoll is in, and the hull whose bounds the character's origin actually is inside
const float DisableMovementAboveSurfaceThreshold = 50.0f;
if (currentHull != null && character.CurrentHull != null)
{
float surfacePos = currentHull.Surface;
float surfacePos = GetSurfaceY();
float surfaceThreshold = ConvertUnits.ToDisplayUnits(Collider.SimPosition.Y + 1.0f);
//if the hull is almost full of water, check if there's a water-filled hull above it
//and use its water surface instead of the current hull's
if (currentHull.Rect.Y - currentHull.Surface < 5.0f)
{
GetSurfacePos(currentHull, ref surfacePos);
void GetSurfacePos(Hull hull, ref float prevSurfacePos)
{
if (prevSurfacePos > surfaceThreshold) { return; }
foreach (Gap gap in hull.ConnectedGaps)
{
if (gap.IsHorizontal || gap.Open <= 0.0f || gap.WorldPosition.Y < hull.WorldPosition.Y) { continue; }
if (Collider.SimPosition.X < ConvertUnits.ToSimUnits(gap.Rect.X) || Collider.SimPosition.X > ConvertUnits.ToSimUnits(gap.Rect.Right)) { continue; }
//if the gap is above us and leads outside, there's no surface to limit the movement
if (!gap.IsRoomToRoom && gap.Position.Y > hull.Position.Y)
{
prevSurfacePos += 100000.0f;
return;
}
foreach (var linkedTo in gap.linkedTo)
{
if (linkedTo is Hull otherHull && otherHull != hull && otherHull != currentHull)
{
prevSurfacePos = Math.Max(surfacePos, otherHull.Surface);
GetSurfacePos(otherHull, ref prevSurfacePos);
break;
}
}
}
}
}
surfaceLimiter = Math.Max(1.0f, surfaceThreshold - surfacePos);
if (surfaceLimiter > 50.0f) { return; }
}
if (surfaceLimiter > DisableMovementAboveSurfaceThreshold) { return; }
}
Limb leftHand = GetLimb(LimbType.LeftHand);
Limb rightHand = GetLimb(LimbType.RightHand);
@@ -872,25 +840,30 @@ namespace Barotrauma
{
rotation += 360;
}
if (!character.IsRemotelyControlled && !aiming && Anim != Animation.UsingConstruction &&
!(character.SelectedConstruction?.GetComponent<Controller>()?.ControlCharacterPose ?? false))
float targetSpeed = TargetMovement.Length();
if (targetSpeed > 0.1f && !character.IsRemotelyControlled && !character.IsKeyDown(InputType.Aim))
{
if (rotation > 20 && rotation < 170)
if (Anim != Animation.UsingConstruction && !(character.SelectedConstruction?.GetComponent<Controller>()?.ControlCharacterPose ?? false))
{
TargetDir = Direction.Left;
}
else if (rotation > 190 && rotation < 340)
{
TargetDir = Direction.Right;
if (rotation > 20 && rotation < 170)
{
TargetDir = Direction.Left;
}
else if (rotation > 190 && rotation < 340)
{
TargetDir = Direction.Right;
}
}
}
float targetSpeed = TargetMovement.Length();
if (aiming)
if (Aiming)
{
Vector2 mousePos = ConvertUnits.ToSimUnits(character.CursorPosition);
Vector2 diff = (mousePos - torso.SimPosition) * Dir;
float newRotation = MathUtils.VectorToAngle(diff);
Collider.SmoothRotate(newRotation, CurrentSwimParams.SteerTorque * character.SpeedMultiplier);
if (diff.LengthSquared() > MathUtils.Pow2(0.4f))
{
float newRotation = MathHelper.WrapAngle(MathUtils.VectorToAngle(diff) - MathHelper.PiOver4 * Dir);
Collider.SmoothRotate(newRotation, CurrentSwimParams.SteerTorque * character.SpeedMultiplier);
}
}
else if (targetSpeed > 0.1f)
{
@@ -911,7 +884,7 @@ namespace Barotrauma
torso.body.SmoothRotate(Collider.Rotation, CurrentSwimParams.TorsoTorque);
}
if (!aiming && CurrentSwimParams.FixedHeadAngle && HeadAngle.HasValue)
if (!Aiming && CurrentSwimParams.FixedHeadAngle && HeadAngle.HasValue)
{
head.body.SmoothRotate(Collider.Rotation + HeadAngle.Value * Dir, CurrentSwimParams.HeadTorque);
}
@@ -940,7 +913,7 @@ namespace Barotrauma
head.body.ApplyTorque(Dir);
}
movement.Y = movement.Y * (1.0f - ((surfaceLimiter - 1.0f) / 50.0f));
movement.Y = movement.Y * (1.0f - ((surfaceLimiter - 1.0f) / DisableMovementAboveSurfaceThreshold));
}
bool isNotRemote = true;
@@ -1141,10 +1114,9 @@ namespace Barotrauma
bottomPos + torsoPos + movement.Y * 0.1f - ladderSimPos.Y);
if (climbFast) { handPos.Y -= stepHeight; }
bool aiming = this.aiming || aimingMelee;
//prevent the hands from going above the top of the ladders
handPos.Y = Math.Min(-0.5f, handPos.Y);
if (!aiming || !(character.Inventory?.GetItemInLimbSlot(InvSlotType.RightHand)?.GetComponent<Holdable>()?.ControlPose ?? false) || Math.Abs(movement.Y) > 0.01f)
if (!Aiming || !(character.Inventory?.GetItemInLimbSlot(InvSlotType.RightHand)?.GetComponent<Holdable>()?.ControlPose ?? false) || Math.Abs(movement.Y) > 0.01f)
{
MoveLimb(rightHand,
new Vector2(slide ? handPos.X + ladderSimSize.X * 0.5f : handPos.X,
@@ -1152,7 +1124,7 @@ namespace Barotrauma
5.2f);
rightHand.body.ApplyTorque(Dir * 2.0f);
}
if (!aiming || !(character.Inventory?.GetItemInLimbSlot(InvSlotType.LeftHand)?.GetComponent<Holdable>()?.ControlPose ?? false) || Math.Abs(movement.Y) > 0.01f)
if (!Aiming || !(character.Inventory?.GetItemInLimbSlot(InvSlotType.LeftHand)?.GetComponent<Holdable>()?.ControlPose ?? false) || Math.Abs(movement.Y) > 0.01f)
{
MoveLimb(leftHand,
new Vector2(handPos.X - ladderSimSize.X * 0.5f,
@@ -1235,7 +1207,7 @@ namespace Barotrauma
//apply forces to the collider to move the Character up/down
Collider.ApplyForce((climbForce * 20.0f + subSpeed * 50.0f) * Collider.Mass);
if (aiming)
if (Aiming)
{
RotateHead(head);
}
@@ -1526,11 +1498,14 @@ namespace Barotrauma
return;
}
Limb targetTorso = target.AnimController.GetLimb(LimbType.Torso);
if (targetTorso == null) targetTorso = target.AnimController.MainLimb;
if (targetTorso == null)
{
targetTorso = target.AnimController.MainLimb;
}
if (target.AnimController.Dir != Dir)
{
target.AnimController.Flip();
}
Vector2 transformedTorsoPos = torso.SimPosition;
if (character.Submarine == null && target.Submarine != null)
{
@@ -1574,7 +1549,10 @@ namespace Barotrauma
{
//only grab with one hand when swimming
leftHand.Disabled = true;
if (!inWater) rightHand.Disabled = true;
if (!inWater)
{
rightHand.Disabled = true;
}
for (int i = 0; i < 2; i++)
{
@@ -1193,13 +1193,9 @@ namespace Barotrauma
headInWater = false;
inWater = false;
RefreshFloorY(ignoreStairs: Stairs == null);
if (currentHull.WaterVolume > currentHull.Volume * 0.95f)
if (currentHull.WaterPercentage > 0.001f)
{
inWater = true;
}
else
{
float waterSurface = ConvertUnits.ToSimUnits(currentHull.Surface);
float waterSurface = ConvertUnits.ToSimUnits(GetSurfaceY());
if (targetMovement.Y < 0.0f)
{
Vector2 colliderBottom = GetColliderBottom();
@@ -1212,11 +1208,8 @@ namespace Barotrauma
if (lowerHull != null) floorY = ConvertUnits.ToSimUnits(lowerHull.Rect.Y - lowerHull.Rect.Height);
}
}
float standHeight =
HeadPosition.HasValue ? HeadPosition.Value :
TorsoPosition.HasValue ? TorsoPosition.Value :
Collider.GetMaxExtent() * 0.5f;
if (Collider.SimPosition.Y < waterSurface && waterSurface - floorY > standHeight * 0.95f)
float standHeight = HeadPosition ?? TorsoPosition ?? Collider.GetMaxExtent() * 0.5f;
if (Collider.SimPosition.Y < waterSurface && waterSurface - floorY > standHeight * 0.8f)
{
inWater = true;
}
@@ -1521,7 +1514,6 @@ namespace Barotrauma
}
}
private float GetFloorY(Vector2 simPosition, bool ignoreStairs = false)
{
onGround = false;
@@ -1640,6 +1632,51 @@ namespace Barotrauma
}
}
public float GetSurfaceY()
{
//check both hulls: the hull whose coordinate space the ragdoll is in, and the hull whose bounds the character's origin actually is inside
if (currentHull == null || character.CurrentHull == null)
{
return float.PositiveInfinity;
}
float surfacePos = currentHull.Surface;
float surfaceThreshold = ConvertUnits.ToDisplayUnits(Collider.SimPosition.Y + 1.0f);
//if the hull is almost full of water, check if there's a water-filled hull above it
//and use its water surface instead of the current hull's
if (currentHull.Rect.Y - currentHull.Surface < 5.0f)
{
GetSurfacePos(currentHull, ref surfacePos);
void GetSurfacePos(Hull hull, ref float prevSurfacePos)
{
if (prevSurfacePos > surfaceThreshold) { return; }
foreach (Gap gap in hull.ConnectedGaps)
{
if (gap.IsHorizontal || gap.Open <= 0.0f || gap.WorldPosition.Y < hull.WorldPosition.Y) { continue; }
if (Collider.SimPosition.X < ConvertUnits.ToSimUnits(gap.Rect.X) || Collider.SimPosition.X > ConvertUnits.ToSimUnits(gap.Rect.Right)) { continue; }
//if the gap is above us and leads outside, there's no surface to limit the movement
if (!gap.IsRoomToRoom && gap.Position.Y > hull.Position.Y)
{
prevSurfacePos += 100000.0f;
return;
}
foreach (var linkedTo in gap.linkedTo)
{
if (linkedTo is Hull otherHull && otherHull != hull && otherHull != currentHull)
{
prevSurfacePos = Math.Max(surfacePos, otherHull.Surface);
GetSurfacePos(otherHull, ref prevSurfacePos);
break;
}
}
}
}
}
return surfacePos;
}
public void SetPosition(Vector2 simPosition, bool lerp = false, bool ignorePlatforms = true, bool forceMainLimbToCollider = false, bool detachProjectiles = true)
{
if (!MathUtils.IsValid(simPosition))
@@ -349,7 +349,6 @@ namespace Barotrauma
DamageRange = range;
StructureDamage = LevelWallDamage = structureDamage;
ItemDamage = itemDamage;
Penetration = Penetration;
}
public Attack(ContentXElement element, string parentDebugName, Item sourceItem) : this(element, parentDebugName)
@@ -359,7 +358,7 @@ namespace Barotrauma
public Attack(ContentXElement element, string parentDebugName)
{
Deserialize(element);
Deserialize(element, parentDebugName);
if (element.GetAttribute("damage") != null ||
element.GetAttribute("bluntdamage") != null ||
@@ -423,7 +422,7 @@ namespace Barotrauma
}
partial void InitProjSpecific(ContentXElement element);
public void ReloadAfflictions(XElement element)
public void ReloadAfflictions(XElement element, string parentDebugName)
{
Afflictions.Clear();
foreach (var subElement in element.GetChildElements("affliction"))
@@ -431,6 +430,11 @@ namespace Barotrauma
AfflictionPrefab afflictionPrefab;
Affliction affliction;
Identifier afflictionIdentifier = subElement.GetAttributeIdentifier("identifier", "");
if (!AfflictionPrefab.Prefabs.ContainsKey(afflictionIdentifier))
{
DebugConsole.ThrowError($"Error in an Attack defined in \"{parentDebugName}\" - could not find an affliction with the identifier \"{afflictionIdentifier}\".");
continue;
}
afflictionPrefab = AfflictionPrefab.Prefabs[afflictionIdentifier];
affliction = afflictionPrefab.Instantiate(0.0f);
affliction.Deserialize(subElement);
@@ -456,10 +460,10 @@ namespace Barotrauma
}
}
public void Deserialize(XElement element)
public void Deserialize(XElement element, string parentDebugName)
{
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
ReloadAfflictions(element);
ReloadAfflictions(element, parentDebugName);
}
public AttackResult DoDamage(Character attacker, IDamageable target, Vector2 worldPosition, float deltaTime, bool playSound = true, PhysicsBody sourceBody = null, Limb sourceLimb = null)
@@ -556,6 +556,12 @@ namespace Barotrauma
#if CLIENT
CharacterHealth.SetHealthBarVisibility(value == null);
#elif SERVER
if (value is { IsDead: true, Wallet: { Balance: var balance } grabbedWallet })
{
Wallet.Give(balance);
grabbedWallet.Deduct(balance);
}
#endif
}
}
@@ -1180,7 +1186,7 @@ namespace Barotrauma
CharacterHealth = new CharacterHealth(selectedHealthElement, this, limbHealthElement);
}
if (Params.Husk)
if (Params.Husk && speciesName != "husk")
{
// Get the non husked name and find the ragdoll with it
var matchingAffliction = AfflictionPrefab.List
@@ -1764,26 +1770,44 @@ namespace Barotrauma
}
if (!aiControlled &&
AnimController.OnGround &&
!AnimController.InWater &&
AnimController.Anim != AnimController.Animation.UsingConstruction &&
AnimController.Anim != AnimController.Animation.CPR &&
(GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient || Controlled == this))
(GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient || Controlled == this) &&
(AnimController.OnGround && !AnimController.InWater || IsKeyDown(InputType.Aim) && HeldItems.None(i => i.RequireAimToUse)))
{
//Limb head = AnimController.GetLimb(LimbType.Head);
// Values lower than this seem to cause constantious flipping when the mouse is near the player and the player is running, because the root collider moves after flipping.
float followMargin = 40;
if (dontFollowCursor)
{
AnimController.TargetDir = Direction.Right;
}
else if (cursorPosition.X < AnimController.Collider.Position.X - followMargin)
else
{
AnimController.TargetDir = Direction.Left;
}
else if (cursorPosition.X > AnimController.Collider.Position.X + followMargin)
{
AnimController.TargetDir = Direction.Right;
// Values lower than this seem to cause constantious flipping when the mouse is near the player and the player is running, because the root collider moves after flipping.
float followMargin = 40;
Vector2 diff = CursorPosition - AnimController.Collider.Position;
if (InWater)
{
followMargin = 80;
diff = Vector2.Transform(diff, Matrix.CreateRotationZ(-AnimController.Collider.Rotation));
if (diff.X < followMargin)
{
AnimController.TargetDir = Direction.Left;
}
else if (diff.X > followMargin)
{
AnimController.TargetDir = Direction.Right;
}
}
else
{
if (CursorPosition.X < AnimController.Collider.Position.X - followMargin)
{
AnimController.TargetDir = Direction.Left;
}
else if (CursorPosition.X > AnimController.Collider.Position.X + followMargin)
{
AnimController.TargetDir = Direction.Right;
}
}
}
}
@@ -53,16 +53,18 @@ namespace Barotrauma
continue;
}
var vitalityMultipliers = subElement.GetAttributeIdentifierArray("identifier", null) ?? subElement.GetAttributeIdentifierArray("identifiers", null);
if (vitalityMultipliers == null)
{
vitalityMultipliers = subElement.GetAttributeIdentifierArray("type", null) ?? subElement.GetAttributeIdentifierArray("types", null);
}
if (vitalityMultipliers != null)
{
float multiplier = subElement.GetAttributeFloat("multiplier", 1.0f);
vitalityMultipliers.ForEach(i => VitalityMultipliers.Add(i, multiplier));
}
else
var vitalityTypeMultipliers = subElement.GetAttributeIdentifierArray("type", null) ?? subElement.GetAttributeIdentifierArray("types", null);
if (vitalityTypeMultipliers != null)
{
float multiplier = subElement.GetAttributeFloat("multiplier", 1.0f);
vitalityTypeMultipliers.ForEach(i => VitalityTypeMultipliers.Add(i, multiplier));
}
if (vitalityMultipliers == null && VitalityTypeMultipliers == null)
{
DebugConsole.ThrowError($"Error in character health config {characterHealth.Character.Name}: affliction identifier(s) or type(s) not defined in the \"VitalityMultiplier\" elements!");
}
@@ -1116,14 +1116,13 @@ namespace Barotrauma
public AttackParams(ContentXElement element, RagdollParams ragdoll) : base(element, ragdoll)
{
var prefab = CharacterPrefab.Prefabs[ragdoll.SpeciesName];
Attack = new Attack(element, ragdoll.SpeciesName.Value);
}
public override bool Deserialize(XElement element = null, bool recursive = true)
{
base.Deserialize(element, recursive);
Attack.Deserialize(element ?? Element);
Attack.Deserialize(element ?? Element, parentDebugName: Ragdoll?.SpeciesName.ToString() ?? "null");
return SerializableProperties != null;
}
@@ -1137,8 +1136,8 @@ namespace Barotrauma
public override void Reset()
{
base.Reset();
Attack.Deserialize(OriginalElement);
Attack.ReloadAfflictions(OriginalElement);
Attack.Deserialize(OriginalElement, parentDebugName: Ragdoll?.SpeciesName.ToString() ?? "null");
Attack.ReloadAfflictions(OriginalElement, parentDebugName: Ragdoll?.SpeciesName.ToString() ?? "null");
}
public bool AddNewAffliction()
@@ -1149,7 +1148,7 @@ namespace Barotrauma
new XAttribute("strength", 0f),
new XAttribute("probability", 1.0f));
Element.Add(subElement);
Attack.ReloadAfflictions(Element);
Attack.ReloadAfflictions(Element, parentDebugName: Ragdoll?.SpeciesName.ToString() ?? "null");
Serialize();
return true;
}
@@ -1158,7 +1157,7 @@ namespace Barotrauma
{
Serialize();
affliction.Remove();
Attack.ReloadAfflictions(Element);
Attack.ReloadAfflictions(Element, parentDebugName: Ragdoll?.SpeciesName.ToString() ?? "null");
return Serialize();
}
}