well jeez who'da thunk it's my sorry ass forgetting to remove the second updateoxygen
Reverted OxygenAvailable values for diving gear + oxygen mask back to -100 Keeping sufforin OxygenAvailable at -10000 tho, that seems like the way to completely cut off any and all oxygen suppliers from acting
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@@ -45,7 +45,7 @@
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<StatusEffect type="OnWearing" target="Contained,Character" OxygenAvailable="1000.0" Condition="-0.5">
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<StatusEffect type="OnWearing" target="Contained,Character" OxygenAvailable="1000.0" Condition="-0.5">
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<RequiredItem type="Contained" name="Oxygen Tank"/>
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<RequiredItem type="Contained" name="Oxygen Tank"/>
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</StatusEffect>
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</StatusEffect>
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<StatusEffect type="OnWearing" target="Contained,Character" OxygenAvailable="-200.0" Oxygen="-20.0" Condition="-0.5">
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<StatusEffect type="OnWearing" target="Contained,Character" OxygenAvailable="-100.0" Oxygen="-20.0" Condition="-0.5">
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<RequiredItem type="Contained" name="Welding Fuel Tank"/>
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<RequiredItem type="Contained" name="Welding Fuel Tank"/>
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</StatusEffect>
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</StatusEffect>
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<StatusEffect type="OnWearing" target="Contained,Character" OxygenAvailable="1500.0" SpeedMultiplier="1.3" Condition="-0.1">
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<StatusEffect type="OnWearing" target="Contained,Character" OxygenAvailable="1500.0" SpeedMultiplier="1.3" Condition="-0.1">
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@@ -110,7 +110,7 @@
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<StatusEffect type="OnWearing" target="Contained,Character" OxygenAvailable="1500.0" SpeedMultiplier="1.3" Condition="-0.1">
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<StatusEffect type="OnWearing" target="Contained,Character" OxygenAvailable="1500.0" SpeedMultiplier="1.3" Condition="-0.1">
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<RequiredItem type="Contained" name="Oxygenite Shard"/>
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<RequiredItem type="Contained" name="Oxygenite Shard"/>
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</StatusEffect>
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</StatusEffect>
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<StatusEffect type="OnWearing" target="Character" OxygenAvailable="-200.0"/>
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<StatusEffect type="OnWearing" target="Character" OxygenAvailable="-100.0"/>
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<damagemodifier damagetype="Burn" armorsector="0.0,360.0" damagemultiplier="0.6"/>
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<damagemodifier damagetype="Burn" armorsector="0.0,360.0" damagemultiplier="0.6"/>
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<damagemodifier damagetype="Blunt" armorsector="0.0,360.0" damagemultiplier="0.8" bleedingmultiplier="0.3" damagesound="LimbArmor" deflectprojectiles="true"/>
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<damagemodifier damagetype="Blunt" armorsector="0.0,360.0" damagemultiplier="0.8" bleedingmultiplier="0.3" damagesound="LimbArmor" deflectprojectiles="true"/>
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@@ -1601,8 +1601,6 @@ namespace Barotrauma
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lowPassMultiplier = MathHelper.Lerp(lowPassMultiplier, 1.0f, 0.1f);
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lowPassMultiplier = MathHelper.Lerp(lowPassMultiplier, 1.0f, 0.1f);
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if (needsAir) UpdateOxygen(deltaTime);
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if (DoesBleed)
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if (DoesBleed)
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{
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{
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Health -= bleeding * deltaTime;
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Health -= bleeding * deltaTime;
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