Unstable 1.1.14.0
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@@ -210,8 +210,8 @@ namespace Barotrauma
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[Serialize(5f, IsPropertySaveable.Yes, description: "How fast the held weapon is swayed back and forth while aiming. Only affects monsters using ranged weapons (items)."), Editable]
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public float SwayFrequency { get; set; }
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[Serialize(0.0f, IsPropertySaveable.No, description: "Legacy support. Use Afflictions.")]
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public float Stun { get; private set; }
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[Serialize(0.0f, IsPropertySaveable.No, description: "Legacy functionality. Behaves otherwise the same as stuns defined as afflictions, but explosions only apply the stun once instead of dividing it between the limbs.")]
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public float Stun { get; set; }
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[Serialize(false, IsPropertySaveable.Yes, description: "Can damage only Humans."), Editable]
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public bool OnlyHumans { get; set; }
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@@ -434,13 +434,7 @@ namespace Barotrauma
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}
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break;
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case "conditional":
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foreach (XAttribute attribute in subElement.Attributes())
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{
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if (PropertyConditional.IsValid(attribute))
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{
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Conditionals.Add(new PropertyConditional(attribute));
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}
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}
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Conditionals.AddRange(PropertyConditional.FromXElement(subElement));
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break;
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}
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}
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@@ -544,8 +538,7 @@ namespace Barotrauma
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}
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if (effect.HasTargetType(StatusEffect.TargetType.AllLimbs))
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{
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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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var targets = targetCharacter.AnimController.Limbs;
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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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@@ -612,7 +605,10 @@ namespace Barotrauma
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float penetration = Penetration;
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float? penetrationValue = SourceItem?.GetComponent<RangedWeapon>()?.Penetration;
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RangedWeapon weapon =
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SourceItem?.GetComponent<RangedWeapon>() ??
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SourceItem?.GetComponent<Projectile>()?.Launcher?.GetComponent<RangedWeapon>();
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float? penetrationValue = weapon?.Penetration;
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if (penetrationValue.HasValue)
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{
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penetration += penetrationValue.Value;
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@@ -646,8 +642,7 @@ namespace Barotrauma
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}
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if (effect.HasTargetType(StatusEffect.TargetType.AllLimbs))
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{
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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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var targets = targetLimb.character.AnimController.Limbs;
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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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