statuseffect setvalue, new diving suit sprite & character slowdown, welded door sprite
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@@ -134,10 +134,12 @@ namespace Subsurface
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get { return selectedCharacter; }
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}
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//public AITarget AiTarget
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//{
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// get { return aiTarget; }
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//}
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private float lowPassMultiplier;
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public float LowPassMultiplier
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{
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get { return lowPassMultiplier; }
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set { lowPassMultiplier = MathHelper.Clamp(value, 0.0f, 1.0f); }
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}
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public float SoundRange
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{
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@@ -195,6 +197,12 @@ namespace Subsurface
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bleeding = Math.Max(value, 0.0f);
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}
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}
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public float SpeedMultiplier
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{
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get;
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set;
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}
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public Item[] SelectedItems
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{
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@@ -296,7 +304,6 @@ namespace Subsurface
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public Character(string file, Vector2 position, CharacterInfo characterInfo = null, bool isNetworkPlayer = false)
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{
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keys = new Key[Enum.GetNames(typeof(InputType)).Length];
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keys[(int)InputType.Select] = new Key(false);
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keys[(int)InputType.ActionHeld] = new Key(true);
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@@ -319,6 +326,8 @@ namespace Subsurface
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//blood = 100.0f;
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aiTarget = new AITarget(this);
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lowPassMultiplier = 1.0f;
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Properties = ObjectProperty.GetProperties(this);
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Info = characterInfo==null ? new CharacterInfo(file) : characterInfo;
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@@ -499,6 +508,9 @@ namespace Subsurface
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if (Math.Sign(targetMovement.X) == Math.Sign(AnimController.Dir) && GetInputState(InputType.Run))
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targetMovement *= 3.0f;
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targetMovement *= SpeedMultiplier;
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SpeedMultiplier = 1.0f;
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AnimController.TargetMovement = targetMovement;
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AnimController.IsStanding = true;
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@@ -740,6 +752,8 @@ namespace Subsurface
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UpdateSightRange();
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aiTarget.SoundRange = 0.0f;
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lowPassMultiplier = MathHelper.Lerp(lowPassMultiplier, 1.0f, 0.1f);
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if (needsAir)
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{
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if (AnimController.HeadInWater)
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