Unstable v0.10.600.0
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+6
-1
@@ -37,7 +37,7 @@ namespace Barotrauma
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public string Identifier { get; private set; }
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[Serialize(1.0f, true, description: "The probability for the affliction to be applied."), Editable(minValue: 0f, maxValue: 1f)]
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public float Probability { get; private set; } = 1.0f;
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public float Probability { get; set; } = 1.0f;
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public float DamagePerSecond;
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public float DamagePerSecondTimer;
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@@ -264,5 +264,10 @@ namespace Barotrauma
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/// Ideally we would keep this private, but doing so would require too much refactoring.
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/// </summary>
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public void SetStrength(float strength) => _strength = strength;
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public bool ShouldShowIcon(Character afflictedCharacter)
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{
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return Strength >= (afflictedCharacter == Character.Controlled ? Prefab.ShowIconThreshold : Prefab.ShowIconToOthersThreshold);
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}
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}
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}
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+3
@@ -273,6 +273,8 @@ namespace Barotrauma
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public readonly float ActivationThreshold = 0.0f;
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//how high the strength has to be for the affliction icon to be shown in the UI
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public readonly float ShowIconThreshold = 0.05f;
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//how high the strength has to be for the affliction icon to be shown to others with a health scanner or via the health interface
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public readonly float ShowIconToOthersThreshold = 0.05f;
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public readonly float MaxStrength = 100.0f;
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//how high the strength has to be for the affliction icon to be shown with a health scanner
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@@ -555,6 +557,7 @@ namespace Barotrauma
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ActivationThreshold = element.GetAttributeFloat("activationthreshold", 0.0f);
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ShowIconThreshold = element.GetAttributeFloat("showiconthreshold", Math.Max(ActivationThreshold, 0.05f));
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ShowIconToOthersThreshold = element.GetAttributeFloat("showicontoothersthreshold", ShowIconThreshold);
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MaxStrength = element.GetAttributeFloat("maxstrength", 100.0f);
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ShowInHealthScannerThreshold = element.GetAttributeFloat("showinhealthscannerthreshold", Math.Max(ActivationThreshold, 0.05f));
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+1
-9
@@ -1,12 +1,4 @@
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using Barotrauma.IO;
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using System.Linq;
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using Barotrauma.Extensions;
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using System.Xml.Linq;
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using System;
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namespace Barotrauma
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namespace Barotrauma
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{
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partial class AfflictionPsychosis : Affliction
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{
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@@ -725,10 +725,10 @@ namespace Barotrauma
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OxygenAmount = MathHelper.Clamp(OxygenAmount + deltaTime * (Character.OxygenAvailable < InsufficientOxygenThreshold ? -5.0f : 10.0f), -100.0f, 100.0f);
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}
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UpdateOxygenProjSpecific(prevOxygen);
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UpdateOxygenProjSpecific(prevOxygen, deltaTime);
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}
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partial void UpdateOxygenProjSpecific(float prevOxygen);
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partial void UpdateOxygenProjSpecific(float prevOxygen, float deltaTime);
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partial void UpdateBleedingProjSpecific(AfflictionBleeding affliction, Limb targetLimb, float deltaTime);
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