v1.0.13.1 (first post-1.0 patch)
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@@ -701,10 +701,11 @@ namespace Barotrauma
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blurStrength = Math.Max(blurStrength, affliction.GetScreenBlurStrength());
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radialDistortStrength = Math.Max(radialDistortStrength, affliction.GetRadialDistortStrength());
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chromaticAberrationStrength = Math.Max(chromaticAberrationStrength, affliction.GetChromaticAberrationStrength());
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float afflictionGrainStrength = affliction.GetScreenGrainStrength();
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if (afflictionGrainStrength > 0.0f)
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{
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grainStrength = Math.Max(grainStrength, affliction.GetScreenGrainStrength());
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grainStrength = Math.Max(grainStrength, afflictionGrainStrength);
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Color afflictionGrainColor = affliction.GetActiveEffect()?.GrainColor ?? Color.White;
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grainColor = Color.Lerp(grainColor, afflictionGrainColor, (float)Math.Pow(1.0f - oxygenLowStrength, 2));
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}
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@@ -1020,12 +1021,8 @@ namespace Barotrauma
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foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictions)
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{
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var affliction = kvp.Key;
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if (affliction.Prefab.AfflictionOverlay != null)
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{
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Sprite ScreenAfflictionOverlay = affliction.Prefab.AfflictionOverlay;
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ScreenAfflictionOverlay?.Draw(spriteBatch, Vector2.Zero, Color.White * affliction.GetAfflictionOverlayMultiplier(), Vector2.Zero, 0.0f,
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new Vector2(GameMain.GraphicsWidth / DamageOverlay.size.X, GameMain.GraphicsHeight / DamageOverlay.size.Y));
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}
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affliction.Prefab.AfflictionOverlay?.Draw(spriteBatch, Vector2.Zero, Color.White * affliction.GetAfflictionOverlayMultiplier(), Vector2.Zero, 0.0f,
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new Vector2(GameMain.GraphicsWidth / DamageOverlay.size.X, GameMain.GraphicsHeight / DamageOverlay.size.Y));
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}
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float damageOverlayAlpha = DamageOverlayTimer;
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