(f2e516dfe) v0.9.3.2
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@@ -1298,7 +1298,8 @@ namespace Barotrauma
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Vector2 colliderPos = GetColliderBottom();
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bool wasCritical = target.Vitality < 0.0f;
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float prevVitality = target.Vitality;
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bool wasCritical = prevVitality < 0.0f;
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if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient) //Serverside code
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{
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@@ -1357,7 +1358,7 @@ namespace Barotrauma
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AfflictionPrefab.InternalDamage.Instantiate((CPRSettings.DamageSkillThreshold - skill) * CPRSettings.DamageSkillMultiplier,
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source: character)
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},
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0.0f, true, 0.0f, character);
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0.0f, true, 0.0f, attacker: null);
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}
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if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient) //Serverside code
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{
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@@ -1389,9 +1390,12 @@ namespace Barotrauma
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character.Info.IncreaseSkillLevel("medical", 0.5f, character.WorldPosition + Vector2.UnitY * 150.0f);
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SteamAchievementManager.OnCharacterRevived(target, character);
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lastReviveTime = (float)Timing.TotalTime;
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#if SERVER
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GameMain.Server?.KarmaManager?.OnCharacterHealthChanged(target, character, damage: Math.Min(prevVitality - target.Vitality, 0.0f));
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#endif
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//reset attacker, we don't want the character to start attacking us
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//because we caused a bit of damage to them during CPR
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if (target.LastAttacker == character) target.LastAttacker = null;
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if (target.LastAttacker == character) { target.LastAttacker = null; }
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}
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}
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}
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