Unstable 0.1500.1.0 (BaroDev edition)
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@@ -266,6 +266,12 @@ namespace Barotrauma
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private LimbHealth GetMatchingLimbHealth(Limb limb) => limb == null ? null : limbHealths[limb.HealthIndex];
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private LimbHealth GetMatchingLimbHealth(Affliction affliction) => GetMatchingLimbHealth(Character.AnimController.GetLimb(affliction.Prefab.IndicatorLimb, excludeSevered: false));
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/// <summary>
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/// Returns the limb afflictions and non-limbspecific afflictions that are set to be displayed on this limb.
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/// </summary>
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private IEnumerable<Affliction> GetMatchingAfflictions(LimbHealth limb)
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=> limb.Afflictions.Union(afflictions.Where(a => GetMatchingLimbHealth(a) == limb));
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/// <summary>
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/// Returns the limb afflictions and non-limbspecific afflictions that are set to be displayed on this limb.
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/// </summary>
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@@ -426,18 +432,14 @@ namespace Barotrauma
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}
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}
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public float GetResistance(string resistanceId)
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public float GetResistance(AfflictionPrefab affliction)
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{
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float resistance = 0.0f;
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for (int i = 0; i < afflictions.Count; i++)
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{
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if (!afflictions[i].Prefab.IsBuff) continue;
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float temp = afflictions[i].GetResistance(resistanceId);
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if (temp > resistance) resistance = temp;
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resistance += afflictions[i].GetResistance(affliction);
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}
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resistance = 1 - ((1 - resistance) * Character.GetAbilityResistance(resistanceId));
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return resistance;
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return 1 - ((1 - resistance) * Character.GetAbilityResistance(affliction.Identifier));
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}
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public float GetStatValue(StatTypes statType)
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@@ -451,7 +453,7 @@ namespace Barotrauma
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}
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private readonly List<Affliction> matchingAfflictions = new List<Affliction>();
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public void ReduceAffliction(Limb targetLimb, string affliction, float amount)
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public void ReduceAffliction(Limb targetLimb, string affliction, float amount, ActionType? treatmentAction = null)
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{
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matchingAfflictions.Clear();
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matchingAfflictions.AddRange(afflictions);
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@@ -499,6 +501,17 @@ namespace Barotrauma
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{
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matchingAffliction.Strength -= reduceAmount;
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amount -= reduceAmount;
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if (treatmentAction != null)
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{
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if (treatmentAction.Value == ActionType.OnUse)
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{
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matchingAffliction.AppliedAsSuccessfulTreatmentTime = Timing.TotalTime;
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}
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else if (treatmentAction.Value == ActionType.OnFailure)
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{
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matchingAffliction.AppliedAsFailedTreatmentTime = Timing.TotalTime;
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}
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}
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}
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}
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CalculateVitality();
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@@ -610,7 +623,7 @@ namespace Barotrauma
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{
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if (newAffliction.Prefab == affliction.Prefab)
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{
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float newStrength = newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier));
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float newStrength = newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab));
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if (allowStacking)
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{
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// Add the existing strength
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@@ -632,7 +645,7 @@ namespace Barotrauma
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//create a new instance of the affliction to make sure we don't use the same instance for multiple characters
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//or modify the affliction instance of an Attack or a StatusEffect
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var copyAffliction = newAffliction.Prefab.Instantiate(
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Math.Min(newAffliction.Prefab.MaxStrength, newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(newAffliction.Prefab.Identifier))),
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Math.Min(newAffliction.Prefab.MaxStrength, newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(newAffliction.Prefab))),
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newAffliction.Source);
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limbHealth.Afflictions.Add(copyAffliction);
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@@ -666,7 +679,7 @@ namespace Barotrauma
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{
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if (newAffliction.Prefab == affliction.Prefab)
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{
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float newStrength = newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier));
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float newStrength = newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab));
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if (allowStacking)
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{
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// Add the existing strength
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@@ -688,7 +701,7 @@ namespace Barotrauma
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//create a new instance of the affliction to make sure we don't use the same instance for multiple characters
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//or modify the affliction instance of an Attack or a StatusEffect
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afflictions.Add(newAffliction.Prefab.Instantiate(
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Math.Min(newAffliction.Prefab.MaxStrength, newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(newAffliction.Prefab.Identifier))),
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Math.Min(newAffliction.Prefab.MaxStrength, newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(newAffliction.Prefab))),
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source: newAffliction.Source));
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Character.HealthUpdateInterval = 0.0f;
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@@ -700,8 +713,6 @@ 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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public void Update(float deltaTime)
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@@ -741,7 +752,7 @@ namespace Barotrauma
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for (int i = afflictions.Count - 1; i >= 0; i--)
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{
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var affliction = afflictions[i];
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if (irremovableAfflictions.Contains(affliction)) continue;
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if (irremovableAfflictions.Contains(affliction)) { continue; }
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if (affliction.Strength <= 0.0f)
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{
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SteamAchievementManager.OnAfflictionRemoved(affliction, Character);
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@@ -763,6 +774,10 @@ namespace Barotrauma
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{
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Character.StackSpeedMultiplier(1f + Character.GetStatValue(StatTypes.SwimmingSpeed));
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}
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else
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{
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Character.StackSpeedMultiplier(1f + Character.GetStatValue(StatTypes.WalkingSpeed));
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}
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UpdateLimbAfflictionOverlays();
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@@ -786,7 +801,12 @@ namespace Barotrauma
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}
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else
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{
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OxygenAmount = MathHelper.Clamp(OxygenAmount + deltaTime * (Character.OxygenAvailable < InsufficientOxygenThreshold ? -5.0f : 10.0f), -100.0f, 100.0f);
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float decreaseSpeed = -5.0f;
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float increaseSpeed = 10.0f;
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float oxygenlowResistance = GetResistance(oxygenLowAffliction.Prefab);
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decreaseSpeed *= (1f - oxygenlowResistance);
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increaseSpeed *= (1f + oxygenlowResistance);
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OxygenAmount = MathHelper.Clamp(OxygenAmount + deltaTime * (Character.OxygenAvailable < InsufficientOxygenThreshold ? decreaseSpeed : increaseSpeed), -100.0f, 100.0f);
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}
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UpdateOxygenProjSpecific(prevOxygen, deltaTime);
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@@ -807,8 +827,6 @@ namespace Barotrauma
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Vitality = MaxVitality;
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if (Unkillable || Character.GodMode) { return; }
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float damageResistanceMultiplier = 1f - GetResistance("damage");
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foreach (LimbHealth limbHealth in limbHealths)
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{
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foreach (Affliction affliction in limbHealth.Afflictions)
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@@ -824,7 +842,6 @@ namespace Barotrauma
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{
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vitalityDecrease *= limbHealth.VitalityTypeMultipliers[type];
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}
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vitalityDecrease *= damageResistanceMultiplier;
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Vitality -= vitalityDecrease;
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affliction.CalculateDamagePerSecond(vitalityDecrease);
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}
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@@ -833,7 +850,6 @@ namespace Barotrauma
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foreach (Affliction affliction in afflictions)
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{
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float vitalityDecrease = affliction.GetVitalityDecrease(this);
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vitalityDecrease *= damageResistanceMultiplier;
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Vitality -= vitalityDecrease;
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affliction.CalculateDamagePerSecond(vitalityDecrease);
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}
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@@ -951,13 +967,13 @@ namespace Barotrauma
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/// <param name="treatmentSuitability">A dictionary where the key is the identifier of the item and the value the suitability</param>
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/// <param name="normalize">If true, the suitability values are normalized between 0 and 1. If not, they're arbitrary values defined in the medical item XML, where negative values are unsuitable, and positive ones suitable.</param>
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/// <param name="randomization">Amount of randomization to apply to the values (0 = the values are accurate, 1 = the values are completely random)</param>
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public void GetSuitableTreatments(Dictionary<string, float> treatmentSuitability, bool normalize, float randomization = 0.0f)
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public void GetSuitableTreatments(Dictionary<string, float> treatmentSuitability, bool normalize, Limb limb = null, float randomization = 0.0f)
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{
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//key = item identifier
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//float = suitability
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treatmentSuitability.Clear();
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float minSuitability = -10, maxSuitability = 10;
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foreach (Affliction affliction in GetAllAfflictions())
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foreach (Affliction affliction in getAfflictions(limb))
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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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@@ -990,6 +1006,18 @@ namespace Barotrauma
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treatmentSuitability[treatment] += Rand.Range(-100.0f, 100.0f) * randomization;
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}
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}
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IEnumerable<Affliction> getAfflictions(Limb limb)
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{
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if (limb == null)
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{
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return GetAllAfflictions();
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}
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else
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{
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return GetMatchingAfflictions(GetMatchingLimbHealth(limb));
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}
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}
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}
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private readonly List<Affliction> activeAfflictions = new List<Affliction>();
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