Renamed a couple of properties for consistency & removed unnecessary CPR blood particle scaling
This commit is contained in:
@@ -394,26 +394,26 @@ namespace Barotrauma.Networking
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var traitorRatioText = new GUITextBlock(new Rectangle(20, y + 20, 20, 20), "Traitor ratio: 20 %", "", settingsTabs[1], GUI.SmallFont);
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var traitorRatioText = new GUITextBlock(new Rectangle(20, y + 20, 20, 20), "Traitor ratio: 20 %", "", settingsTabs[1], GUI.SmallFont);
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var traitorRatioSlider = new GUIScrollBar(new Rectangle(150, y + 22, 100, 15), "", 0.1f, settingsTabs[1]);
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var traitorRatioSlider = new GUIScrollBar(new Rectangle(150, y + 22, 100, 15), "", 0.1f, settingsTabs[1]);
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//Prepare the slider before the tick box
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//Prepare the slider before the tick box
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if (traitorUseRatio)
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if (TraitorUseRatio)
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{
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{
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traitorRatioSlider.UserData = traitorRatioText;
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traitorRatioSlider.UserData = traitorRatioText;
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traitorRatioSlider.Step = 0.01f; //Lots of fine-tuning
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traitorRatioSlider.Step = 0.01f; //Lots of fine-tuning
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traitorRatioSlider.BarScroll = (traitorRatio - 0.1f) / 0.9f;
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traitorRatioSlider.BarScroll = (TraitorRatio - 0.1f) / 0.9f;
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}
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}
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else
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else
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{
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{
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traitorRatioSlider.UserData = traitorRatioText;
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traitorRatioSlider.UserData = traitorRatioText;
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traitorRatioSlider.Step = 1f / (maxPlayers-1);
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traitorRatioSlider.Step = 1f / (maxPlayers-1);
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traitorRatioSlider.BarScroll = MathUtils.Round(traitorRatio, 1f);
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traitorRatioSlider.BarScroll = MathUtils.Round(TraitorRatio, 1f);
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}
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}
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//Slider END
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//Slider END
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traitorRatioBox.Selected = traitorUseRatio;
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traitorRatioBox.Selected = TraitorUseRatio;
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traitorRatioBox.OnSelected = (GUITickBox) =>
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traitorRatioBox.OnSelected = (GUITickBox) =>
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{
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{
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traitorUseRatio = GUITickBox.Selected;
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TraitorUseRatio = GUITickBox.Selected;
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//Affect the slider graphics
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//Affect the slider graphics
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if (traitorUseRatio)
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if (TraitorUseRatio)
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{
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{
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traitorRatioSlider.UserData = traitorRatioText;
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traitorRatioSlider.UserData = traitorRatioText;
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traitorRatioSlider.Step = 0.01f; //Lots of fine-tuning
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traitorRatioSlider.Step = 0.01f; //Lots of fine-tuning
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@@ -432,15 +432,15 @@ namespace Barotrauma.Networking
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traitorRatioSlider.OnMoved = (GUIScrollBar scrollBar, float barScroll) =>
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traitorRatioSlider.OnMoved = (GUIScrollBar scrollBar, float barScroll) =>
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{
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{
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GUITextBlock traitorText = scrollBar.UserData as GUITextBlock;
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GUITextBlock traitorText = scrollBar.UserData as GUITextBlock;
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if (traitorUseRatio)
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if (TraitorUseRatio)
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{
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{
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traitorRatio = barScroll * 0.9f + 0.1f;
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TraitorRatio = barScroll * 0.9f + 0.1f;
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traitorText.Text = "Traitor ratio: " + (int)MathUtils.Round(traitorRatio * 100.0f, 1.0f) + " %";
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traitorText.Text = "Traitor ratio: " + (int)MathUtils.Round(TraitorRatio * 100.0f, 1.0f) + " %";
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}
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}
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else
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else
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{
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{
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traitorRatio = MathUtils.Round(barScroll * (maxPlayers-1), 1f) + 1;
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TraitorRatio = MathUtils.Round(barScroll * (maxPlayers-1), 1f) + 1;
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traitorText.Text = "Traitor count: " + traitorRatio;
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traitorText.Text = "Traitor count: " + TraitorRatio;
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}
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}
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return true;
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return true;
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};
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};
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@@ -1001,16 +1001,10 @@ namespace Barotrauma
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target.AddDamage(CauseOfDeath.Bloodloss, 1.0f, character);
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target.AddDamage(CauseOfDeath.Bloodloss, 1.0f, character);
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#if CLIENT
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#if CLIENT
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SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 25.0f, targetTorso.body);
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SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 25.0f, targetTorso.body);
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float bloodParticleAmount = 4;
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float bloodParticleSize = 1.0f;
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for (int i = 0; i < bloodParticleAmount; i++)
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for (int i = 0; i < 4; i++)
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{
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{
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var blood = GameMain.ParticleManager.CreateParticle(inWater ? "waterblood" : "blood", targetTorso.WorldPosition, Rand.Vector(10.0f), 0.0f, target.AnimController.CurrentHull);
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var blood = GameMain.ParticleManager.CreateParticle(inWater ? "waterblood" : "blood", targetTorso.WorldPosition, Rand.Vector(10.0f), 0.0f, target.AnimController.CurrentHull);
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if (blood != null)
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{
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blood.Size *= bloodParticleSize;
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}
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}
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}
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#endif
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#endif
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}
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}
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@@ -221,14 +221,14 @@ namespace Barotrauma.Networking
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}
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}
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[Serialize(true, true)]
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[Serialize(true, true)]
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public bool traitorUseRatio
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public bool TraitorUseRatio
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{
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{
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get;
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get;
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private set;
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private set;
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}
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}
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[Serialize(0.2f, true)]
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[Serialize(0.2f, true)]
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public float traitorRatio
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public float TraitorRatio
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{
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{
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get;
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get;
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private set;
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private set;
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