Build 0.20.7.0
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@@ -887,7 +887,7 @@ namespace Barotrauma
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//clamp above 0.1 (no amount of oxygen low resistance should keep the character alive indefinitely)
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float decreaseSpeed = Math.Max(0.1f, 1f - oxygenlowResistance);
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//the character dies of oxygen deprivation in 100 seconds after losing consciousness
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OxygenAmount = MathHelper.Clamp(OxygenAmount - decreaseSpeed * deltaTime, -100.0f, 100.0f);
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OxygenAmount = MathHelper.Clamp(OxygenAmount - decreaseSpeed * deltaTime, -100.0f, 100.0f);
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}
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else
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{
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@@ -895,15 +895,21 @@ namespace Barotrauma
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float increaseSpeed = 10.0f;
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decreaseSpeed *= (1f - oxygenlowResistance);
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increaseSpeed *= (1f + oxygenlowResistance);
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float holdBreathMultiplier = 1f + GetStatValue(StatTypes.HoldBreathMultiplier);
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decreaseSpeed *= holdBreathMultiplier;
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OxygenAmount = MathHelper.Clamp(OxygenAmount + deltaTime * (Character.OxygenAvailable < InsufficientOxygenThreshold ? decreaseSpeed : increaseSpeed), -100.0f, 100.0f);
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float holdBreathMultiplier = Character.GetStatValue(StatTypes.HoldBreathMultiplier);
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if (holdBreathMultiplier <= -1.0f)
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{
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OxygenAmount = -100.0f;
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}
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else
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{
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decreaseSpeed /= 1.0f + Character.GetStatValue(StatTypes.HoldBreathMultiplier);
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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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}
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UpdateOxygenProjSpecific(prevOxygen, deltaTime);
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}
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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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