Unstable v0.1300.0.1
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@@ -36,7 +36,11 @@ namespace Barotrauma
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public LimbHealth(XElement element, CharacterHealth characterHealth)
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{
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Name = TextManager.Get("HealthLimbName." + element.GetAttributeString("name", ""));
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string limbName = element.GetAttributeString("name", null) ?? "generic";
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if (limbName != "generic")
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{
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Name = TextManager.Get("HealthLimbName." + limbName);
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}
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this.characterHealth = characterHealth;
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foreach (XElement subElement in element.Elements())
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{
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@@ -664,7 +668,6 @@ namespace Barotrauma
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}
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}
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partial void UpdateProjSpecific(float deltaTime);
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partial void UpdateLimbAfflictionOverlays();
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@@ -687,6 +690,10 @@ namespace Barotrauma
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{
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var affliction = limbHealths[i].Afflictions[j];
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Limb targetLimb = Character.AnimController.Limbs.LastOrDefault(l => !l.IsSevered && !l.Hidden && l.HealthIndex == i);
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if (targetLimb == null)
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{
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targetLimb = Character.AnimController.MainLimb;
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}
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affliction.Update(this, targetLimb, deltaTime);
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affliction.DamagePerSecondTimer += deltaTime;
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if (affliction is AfflictionBleeding bleeding)
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@@ -877,6 +884,7 @@ namespace Barotrauma
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float minSuitability = -10, maxSuitability = 10;
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foreach (Affliction affliction in GetAllAfflictions())
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{
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if (affliction.Strength < affliction.Prefab.TreatmentThreshold) { continue; }
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foreach (KeyValuePair<string, float> treatment in affliction.Prefab.TreatmentSuitability)
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{
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if (!treatmentSuitability.ContainsKey(treatment.Key))
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