Fixed endless messagebox spam when the controlled character turns into a husk, fixed an index our of range exception when merging firesources
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@@ -20,9 +20,9 @@ namespace Barotrauma
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new GUIMessageBox("", InfoTextManager.GetInfoText("HuskCantSpeak"));
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}
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}
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else
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else if (state != InfectionState.Active && Character.Controlled == character)
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{
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if (Character.Controlled == character) new GUIMessageBox("", InfoTextManager.GetInfoText("HuskActivate"));
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new GUIMessageBox("", InfoTextManager.GetInfoText("HuskActivate"));
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}
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}
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}
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@@ -44,6 +44,7 @@ namespace Barotrauma
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{
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float prevTimer = IncubationTimer;
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UpdateProjSpecific(prevTimer,character);
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if (IncubationTimer < 0.5f)
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{
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UpdateDormantState(deltaTime, character);
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@@ -56,7 +57,6 @@ namespace Barotrauma
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{
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UpdateActiveState(deltaTime, character);
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}
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UpdateProjSpecific(prevTimer,character);
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}
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partial void UpdateProjSpecific(float prevTimer, Character character);
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@@ -86,7 +86,7 @@ namespace Barotrauma
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state = InfectionState.Active;
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}
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character.AddDamage(CauseOfDeath.Husk, 0.5f*deltaTime, null);
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character.AddDamage(CauseOfDeath.Husk, 0.5f * deltaTime, null);
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}
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@@ -117,11 +117,9 @@ namespace Barotrauma
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{
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for (int j = i - 1; j >= 0; j--)
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{
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if (fireSources[i].hull != fireSources[j].hull) continue;
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i = Math.Min(i, fireSources.Count - 1);
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j = Math.Min(j, i - 1);
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if (!fireSources[i].CheckOverLap(fireSources[j])) continue;
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float leftEdge = Math.Min(fireSources[i].position.X, fireSources[j].position.X);
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