v0.3.4.1: Temporarily disabled water moving items, bleeding slows down automatically, buttons can be fabricated, mantises don't bleed
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@@ -288,6 +288,12 @@ namespace Barotrauma
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private set;
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}
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public float BleedingDecreaseSpeed
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{
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get;
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private set;
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}
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public float PressureTimer
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{
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@@ -451,6 +457,7 @@ namespace Barotrauma
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health = maxHealth;
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DoesBleed = ToolBox.GetAttributeBool(doc.Root, "doesbleed", true);
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BleedingDecreaseSpeed = ToolBox.GetAttributeFloat(doc.Root, "bleedingdecreasespeed", 0.05f);
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needsAir = ToolBox.GetAttributeBool(doc.Root, "needsair", false);
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drowningTime = ToolBox.GetAttributeFloat(doc.Root, "drowningtime", 10.0f);
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@@ -1036,7 +1043,9 @@ namespace Barotrauma
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PressureProtection -= deltaTime*100.0f;
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}
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Health -= bleeding*deltaTime;
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Health -= bleeding * deltaTime;
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Bleeding -= BleedingDecreaseSpeed * deltaTime;
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if (health <= 0.0f) Kill(CauseOfDeath.Bloodloss, false);
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if (!IsDead) LockHands = false;
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@@ -642,8 +642,11 @@ namespace Barotrauma
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body.ResetDynamics();
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}
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body.ApplyForce(buoyancy - body.LinearVelocity * volume);
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if(CurrentHull != null)
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CurrentHull.HandleItems(deltaTime, this);
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//TODO: make sure items stay in sync between clients before letting flowing water move items
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//if(CurrentHull != null)
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// CurrentHull.HandleItems(deltaTime, this);
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//apply simple angular drag
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body.ApplyTorque(body.AngularVelocity * volume * -0.05f);
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}
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