Build 0.21.6.0 (1.0 pre-patch)
This commit is contained in:
@@ -1455,7 +1455,7 @@ namespace Barotrauma
|
||||
if (targetLimbs != null && !targetLimbs.Contains(limb.type)) { continue; }
|
||||
AttackResult result = limb.character.DamageLimb(position, limb, newAffliction.ToEnumerable(), stun: 0.0f, playSound: false, attackImpulse: 0.0f, attacker: affliction.Source, allowStacking: !setValue);
|
||||
limb.character.TrySeverLimbJoints(limb, SeverLimbsProbability, disableDeltaTime ? result.Damage : result.Damage / deltaTime, allowBeheading: true, attacker: affliction.Source);
|
||||
RegisterTreatmentResults(entity, limb, affliction, result);
|
||||
RegisterTreatmentResults(user, entity as Item, limb, affliction, result);
|
||||
//only apply non-limb-specific afflictions to the first limb
|
||||
if (!affliction.Prefab.LimbSpecific) { break; }
|
||||
}
|
||||
@@ -1467,7 +1467,7 @@ namespace Barotrauma
|
||||
newAffliction = GetMultipliedAffliction(affliction, entity, limb.character, deltaTime, multiplyAfflictionsByMaxVitality);
|
||||
AttackResult result = limb.character.DamageLimb(position, limb, newAffliction.ToEnumerable(), stun: 0.0f, playSound: false, attackImpulse: 0.0f, attacker: affliction.Source, allowStacking: !setValue);
|
||||
limb.character.TrySeverLimbJoints(limb, SeverLimbsProbability, disableDeltaTime ? result.Damage : result.Damage / deltaTime, allowBeheading: true, attacker: affliction.Source);
|
||||
RegisterTreatmentResults(entity, limb, affliction, result);
|
||||
RegisterTreatmentResults(user, entity as Item, limb, affliction, result);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1498,17 +1498,18 @@ namespace Barotrauma
|
||||
{
|
||||
targetCharacter.CharacterHealth.ReduceAfflictionOnAllLimbs(affliction, reduceAmount, treatmentAction: actionType);
|
||||
}
|
||||
targetCharacter.AIController?.OnHealed(healer: user, targetCharacter.Vitality - prevVitality);
|
||||
if (user != null && user != targetCharacter)
|
||||
if (!targetCharacter.IsDead)
|
||||
{
|
||||
if (!targetCharacter.IsDead)
|
||||
float healthChange = targetCharacter.Vitality - prevVitality;
|
||||
targetCharacter.AIController?.OnHealed(healer: user, healthChange);
|
||||
if (user != null)
|
||||
{
|
||||
targetCharacter.TryAdjustAttackerSkill(user, targetCharacter.Vitality - prevVitality);
|
||||
}
|
||||
};
|
||||
targetCharacter.TryAdjustHealerSkill(user, healthChange);
|
||||
#if SERVER
|
||||
GameMain.Server.KarmaManager.OnCharacterHealthChanged(targetCharacter, user, prevVitality - targetCharacter.Vitality, 0.0f);
|
||||
GameMain.Server.KarmaManager.OnCharacterHealthChanged(targetCharacter, user, healthChange, 0.0f);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1760,12 +1761,17 @@ namespace Barotrauma
|
||||
|
||||
void SpawnItem(ItemSpawnInfo chosenItemSpawnInfo)
|
||||
{
|
||||
Item parentItem = entity as Item;
|
||||
if (user == null && parentItem != null)
|
||||
{
|
||||
// Set the user for projectiles spawned from status effects (e.g. flak shrapnels)
|
||||
SetUser(parentItem.GetComponent<Projectile>()?.User);
|
||||
}
|
||||
switch (chosenItemSpawnInfo.SpawnPosition)
|
||||
{
|
||||
case ItemSpawnInfo.SpawnPositionType.This:
|
||||
Entity.Spawner.AddItemToSpawnQueue(chosenItemSpawnInfo.ItemPrefab, position + Rand.Vector(chosenItemSpawnInfo.Spread, Rand.RandSync.Unsynced), onSpawned: newItem =>
|
||||
{
|
||||
Item parentItem = entity as Item;
|
||||
Projectile projectile = newItem.GetComponent<Projectile>();
|
||||
if (entity != null)
|
||||
{
|
||||
@@ -2068,14 +2074,14 @@ namespace Barotrauma
|
||||
if (character.Removed) { continue; }
|
||||
newAffliction = element.Parent.GetMultipliedAffliction(affliction, element.Entity, character, deltaTime, element.Parent.multiplyAfflictionsByMaxVitality);
|
||||
var result = character.AddDamage(character.WorldPosition, newAffliction.ToEnumerable(), stun: 0.0f, playSound: false, attacker: element.User);
|
||||
element.Parent.RegisterTreatmentResults(element.Entity, result.HitLimb, affliction, result);
|
||||
element.Parent.RegisterTreatmentResults(element.Parent.user, element.Entity as Item, result.HitLimb, affliction, result);
|
||||
}
|
||||
else if (target is Limb limb)
|
||||
{
|
||||
if (limb.character.Removed || limb.Removed) { continue; }
|
||||
newAffliction = element.Parent.GetMultipliedAffliction(affliction, element.Entity, limb.character, deltaTime, element.Parent.multiplyAfflictionsByMaxVitality);
|
||||
var result = limb.character.DamageLimb(limb.WorldPosition, limb, newAffliction.ToEnumerable(), stun: 0.0f, playSound: false, attackImpulse: 0.0f, attacker: element.User);
|
||||
element.Parent.RegisterTreatmentResults(element.Entity, limb, affliction, result);
|
||||
element.Parent.RegisterTreatmentResults(element.Parent.user, element.Entity as Item, limb, affliction, result);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2106,17 +2112,18 @@ namespace Barotrauma
|
||||
{
|
||||
targetCharacter.CharacterHealth.ReduceAfflictionOnAllLimbs(affliction, reduceAmount, treatmentAction: actionType);
|
||||
}
|
||||
if (element.User != null && element.User != targetCharacter)
|
||||
if (!targetCharacter.IsDead)
|
||||
{
|
||||
targetCharacter.AIController?.OnHealed(healer: element.User, targetCharacter.Vitality - prevVitality);
|
||||
if (!targetCharacter.IsDead)
|
||||
float healthChange = targetCharacter.Vitality - prevVitality;
|
||||
targetCharacter.AIController?.OnHealed(healer: element.User, healthChange);
|
||||
if (element.User != null)
|
||||
{
|
||||
targetCharacter.TryAdjustAttackerSkill(element.User, targetCharacter.Vitality - prevVitality);
|
||||
}
|
||||
};
|
||||
targetCharacter.TryAdjustHealerSkill(element.User, healthChange);
|
||||
#if SERVER
|
||||
GameMain.Server.KarmaManager.OnCharacterHealthChanged(targetCharacter, element.User, prevVitality - targetCharacter.Vitality, 0.0f);
|
||||
GameMain.Server.KarmaManager.OnCharacterHealthChanged(targetCharacter, element.User, healthChange, 0.0f);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2165,7 +2172,7 @@ namespace Barotrauma
|
||||
{
|
||||
afflictionMultiplier *= 1 + user.GetStatValue(StatTypes.MedicalItemDurationMultiplier);
|
||||
}
|
||||
else if (affliction.Prefab.AfflictionType == "poison")
|
||||
else if (affliction.Prefab.AfflictionType == "poison" || affliction.Prefab.AfflictionType == "paralysis")
|
||||
{
|
||||
afflictionMultiplier *= 1 + user.GetStatValue(StatTypes.PoisonMultiplier);
|
||||
}
|
||||
@@ -2178,23 +2185,25 @@ namespace Barotrauma
|
||||
return affliction;
|
||||
}
|
||||
|
||||
private void RegisterTreatmentResults(Entity entity, Limb limb, Affliction affliction, AttackResult result)
|
||||
private void RegisterTreatmentResults(Character user, Item item, Limb limb, Affliction affliction, AttackResult result)
|
||||
{
|
||||
if (entity is Item item && item.UseInHealthInterface && limb != null)
|
||||
if (item == null) { return; }
|
||||
if (!item.UseInHealthInterface) { return; }
|
||||
if (limb == null) { return; }
|
||||
foreach (Affliction limbAffliction in limb.character.CharacterHealth.GetAllAfflictions())
|
||||
{
|
||||
foreach (Affliction limbAffliction in limb.character.CharacterHealth.GetAllAfflictions())
|
||||
if (result.Afflictions != null && result.Afflictions.Any(a => a.Prefab == limbAffliction.Prefab) &&
|
||||
(!affliction.Prefab.LimbSpecific || limb.character.CharacterHealth.GetAfflictionLimb(affliction) == limb))
|
||||
{
|
||||
if (result.Afflictions != null && result.Afflictions.Any(a => a.Prefab == limbAffliction.Prefab) &&
|
||||
(!affliction.Prefab.LimbSpecific || limb.character.CharacterHealth.GetAfflictionLimb(affliction) == limb))
|
||||
if (type == ActionType.OnUse || type == ActionType.OnSuccess)
|
||||
{
|
||||
if (type == ActionType.OnUse || type == ActionType.OnSuccess)
|
||||
{
|
||||
limbAffliction.AppliedAsSuccessfulTreatmentTime = Timing.TotalTime;
|
||||
}
|
||||
else if (type == ActionType.OnFailure)
|
||||
{
|
||||
limbAffliction.AppliedAsFailedTreatmentTime = Timing.TotalTime;
|
||||
}
|
||||
limbAffliction.AppliedAsSuccessfulTreatmentTime = Timing.TotalTime;
|
||||
limb.character.TryAdjustHealerSkill(user, affliction: affliction);
|
||||
}
|
||||
else if (type == ActionType.OnFailure)
|
||||
{
|
||||
limbAffliction.AppliedAsFailedTreatmentTime = Timing.TotalTime;
|
||||
limb.character.TryAdjustHealerSkill(user, affliction: affliction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user