Faction Test 100.13.0.0
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@@ -498,37 +498,52 @@ namespace Barotrauma
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DamageParticles(deltaTime, worldPosition);
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var attackResult = target?.AddDamage(attacker, worldPosition, this, deltaTime, playSound) ?? new AttackResult();
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var effectType = attackResult.Damage > 0.0f ? ActionType.OnUse : ActionType.OnFailure;
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var conditionalEffectType = attackResult.Damage > 0.0f ? ActionType.OnSuccess : ActionType.OnFailure;
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var additionalEffectType = ActionType.OnUse;
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if (targetCharacter != null && targetCharacter.IsDead)
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{
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effectType = ActionType.OnEating;
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additionalEffectType = ActionType.OnEating;
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}
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foreach (StatusEffect effect in statusEffects)
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{
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effect.sourceBody = sourceBody;
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if (effect.HasTargetType(StatusEffect.TargetType.This))
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if (effect.HasTargetType(StatusEffect.TargetType.This) || effect.HasTargetType(StatusEffect.TargetType.Character))
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{
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// TODO: do we want to apply the effect at the world position or the entity positions in each cases? -> go through also other cases where status effects are applied
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effect.Apply(effectType, deltaTime, attacker, sourceLimb ?? attacker as ISerializableEntity, worldPosition);
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var t = sourceLimb ?? attacker as ISerializableEntity;
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if (additionalEffectType != ActionType.OnEating)
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{
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effect.Apply(conditionalEffectType, deltaTime, attacker, t, worldPosition);
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}
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effect.Apply(additionalEffectType, deltaTime, attacker, t, worldPosition);
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}
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if (effect.HasTargetType(StatusEffect.TargetType.Parent))
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{
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effect.Apply(effectType, deltaTime, attacker, attacker);
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if (additionalEffectType != ActionType.OnEating)
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{
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effect.Apply(conditionalEffectType, deltaTime, attacker, attacker);
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}
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effect.Apply(additionalEffectType, deltaTime, attacker, attacker);
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}
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if (targetCharacter != null)
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{
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if (effect.HasTargetType(StatusEffect.TargetType.Character))
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{
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effect.Apply(effectType, deltaTime, targetCharacter, targetCharacter);
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}
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if (effect.HasTargetType(StatusEffect.TargetType.Limb))
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{
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effect.Apply(effectType, deltaTime, targetCharacter, attackResult.HitLimb);
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if (additionalEffectType != ActionType.OnEating)
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{
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effect.Apply(conditionalEffectType, deltaTime, targetCharacter, attackResult.HitLimb);
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}
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effect.Apply(additionalEffectType, deltaTime, targetCharacter, attackResult.HitLimb);
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}
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if (effect.HasTargetType(StatusEffect.TargetType.AllLimbs))
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{
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effect.Apply(effectType, deltaTime, targetCharacter, targetCharacter.AnimController.Limbs.Cast<ISerializableEntity>().ToList());
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// TODO: do we need the conversion to list here? It generates garbage.
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var targets = targetCharacter.AnimController.Limbs.Cast<ISerializableEntity>().ToList();
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if (additionalEffectType != ActionType.OnEating)
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{
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effect.Apply(conditionalEffectType, deltaTime, targetCharacter, targets);
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}
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effect.Apply(additionalEffectType, deltaTime, targetCharacter, targets);
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}
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}
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if (target is Entity targetEntity)
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@@ -538,18 +553,30 @@ namespace Barotrauma
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{
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targets.Clear();
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effect.AddNearbyTargets(worldPosition, targets);
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effect.Apply(effectType, deltaTime, targetEntity, targets);
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if (additionalEffectType != ActionType.OnEating)
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{
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effect.Apply(conditionalEffectType, deltaTime, targetEntity, targets);
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}
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effect.Apply(additionalEffectType, deltaTime, targetEntity, targets);
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}
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if (effect.HasTargetType(StatusEffect.TargetType.UseTarget))
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{
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effect.Apply(effectType, deltaTime, targetEntity, attacker, worldPosition);
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if (additionalEffectType != ActionType.OnEating)
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{
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effect.Apply(conditionalEffectType, deltaTime, targetEntity, targetEntity as ISerializableEntity, worldPosition);
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}
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effect.Apply(additionalEffectType, deltaTime, targetEntity, targetEntity as ISerializableEntity, worldPosition);
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}
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}
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if (effect.HasTargetType(StatusEffect.TargetType.Contained))
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{
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targets.Clear();
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targets.AddRange(attacker.Inventory.AllItems);
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effect.Apply(effectType, deltaTime, attacker, targets);
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if (additionalEffectType != ActionType.OnEating)
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{
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effect.Apply(conditionalEffectType, deltaTime, attacker, targets);
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}
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effect.Apply(additionalEffectType, deltaTime, attacker, targets);
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}
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}
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@@ -585,47 +612,52 @@ namespace Barotrauma
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}
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var attackResult = targetLimb.character.ApplyAttack(attacker, worldPosition, this, deltaTime, playSound, targetLimb, penetration);
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var effectType = attackResult.Damage > 0.0f ? ActionType.OnUse : ActionType.OnFailure;
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var conditionalEffectType = attackResult.Damage > 0.0f ? ActionType.OnSuccess : ActionType.OnFailure;
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foreach (StatusEffect effect in statusEffects)
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{
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effect.sourceBody = sourceBody;
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if (effect.HasTargetType(StatusEffect.TargetType.This))
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if (effect.HasTargetType(StatusEffect.TargetType.This) || effect.HasTargetType(StatusEffect.TargetType.Character))
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{
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effect.Apply(effectType, deltaTime, attacker, sourceLimb ?? attacker as ISerializableEntity);
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effect.Apply(conditionalEffectType, deltaTime, attacker, sourceLimb ?? attacker as ISerializableEntity);
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effect.Apply(ActionType.OnUse, deltaTime, attacker, sourceLimb ?? attacker as ISerializableEntity);
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}
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if (effect.HasTargetType(StatusEffect.TargetType.Parent))
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{
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effect.Apply(effectType, deltaTime, attacker, attacker);
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effect.Apply(conditionalEffectType, deltaTime, attacker, attacker);
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effect.Apply(ActionType.OnUse, deltaTime, attacker, attacker);
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}
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if (effect.HasTargetType(StatusEffect.TargetType.Character))
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if (effect.HasTargetType(StatusEffect.TargetType.UseTarget))
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{
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effect.Apply(effectType, deltaTime, targetLimb.character, targetLimb.character);
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effect.Apply(conditionalEffectType, deltaTime, targetLimb.character, targetLimb.character);
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effect.Apply(ActionType.OnUse, deltaTime, targetLimb.character, targetLimb.character);
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}
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if (effect.HasTargetType(StatusEffect.TargetType.Limb))
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{
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effect.Apply(effectType, deltaTime, targetLimb.character, targetLimb);
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effect.Apply(conditionalEffectType, deltaTime, targetLimb.character, targetLimb);
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effect.Apply(ActionType.OnUse, deltaTime, targetLimb.character, targetLimb);
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}
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if (effect.HasTargetType(StatusEffect.TargetType.AllLimbs))
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{
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effect.Apply(effectType, deltaTime, targetLimb.character, targetLimb.character.AnimController.Limbs.Cast<ISerializableEntity>().ToList());
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// TODO: do we need the conversion to list here? It generates garbage.
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var targets = targetLimb.character.AnimController.Limbs.Cast<ISerializableEntity>().ToList();
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effect.Apply(conditionalEffectType, deltaTime, targetLimb.character, targets);
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effect.Apply(ActionType.OnUse, deltaTime, targetLimb.character, targets);
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}
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if (effect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
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effect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
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{
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targets.Clear();
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effect.AddNearbyTargets(worldPosition, targets);
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effect.Apply(effectType, deltaTime, targetLimb.character, targets);
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}
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if (effect.HasTargetType(StatusEffect.TargetType.UseTarget))
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{
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effect.Apply(effectType, deltaTime, targetLimb.character, attacker, worldPosition);
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effect.Apply(conditionalEffectType, deltaTime, targetLimb.character, targets);
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effect.Apply(ActionType.OnUse, deltaTime, targetLimb.character, targets);
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}
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if (effect.HasTargetType(StatusEffect.TargetType.Contained))
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{
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targets.Clear();
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targets.AddRange(attacker.Inventory.AllItems);
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effect.Apply(effectType, deltaTime, attacker, targets);
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effect.Apply(conditionalEffectType, deltaTime, attacker, targets);
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effect.Apply(ActionType.OnUse, deltaTime, attacker, targets);
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}
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}
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