(f2e516dfe) v0.9.3.2

This commit is contained in:
Joonas Rikkonen
2019-09-20 20:11:18 +03:00
parent 80698b58b0
commit 9aa12bcac2
144 changed files with 1653 additions and 1559 deletions
@@ -1298,7 +1298,8 @@ namespace Barotrauma
Vector2 colliderPos = GetColliderBottom();
bool wasCritical = target.Vitality < 0.0f;
float prevVitality = target.Vitality;
bool wasCritical = prevVitality < 0.0f;
if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient) //Serverside code
{
@@ -1357,7 +1358,7 @@ namespace Barotrauma
AfflictionPrefab.InternalDamage.Instantiate((CPRSettings.DamageSkillThreshold - skill) * CPRSettings.DamageSkillMultiplier,
source: character)
},
0.0f, true, 0.0f, character);
0.0f, true, 0.0f, attacker: null);
}
if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient) //Serverside code
{
@@ -1389,9 +1390,12 @@ namespace Barotrauma
character.Info.IncreaseSkillLevel("medical", 0.5f, character.WorldPosition + Vector2.UnitY * 150.0f);
SteamAchievementManager.OnCharacterRevived(target, character);
lastReviveTime = (float)Timing.TotalTime;
#if SERVER
GameMain.Server?.KarmaManager?.OnCharacterHealthChanged(target, character, damage: Math.Min(prevVitality - target.Vitality, 0.0f));
#endif
//reset attacker, we don't want the character to start attacking us
//because we caused a bit of damage to them during CPR
if (target.LastAttacker == character) target.LastAttacker = null;
if (target.LastAttacker == character) { target.LastAttacker = null; }
}
}
}