v1.0.13.1 (first post-1.0 patch)
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+5
@@ -7,6 +7,10 @@ using Microsoft.Xna.Framework;
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namespace Barotrauma
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{
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/// <summary>
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/// A special affliction type that gradually makes the character turn into another type of character.
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/// See <see cref="AfflictionPrefabHusk"/> for more details.
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/// </summary>
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partial class AfflictionHusk : Affliction
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{
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public enum InfectionState
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@@ -63,6 +67,7 @@ namespace Barotrauma
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private float DormantThreshold => HuskPrefab.DormantThreshold;
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private float ActiveThreshold => HuskPrefab.ActiveThreshold;
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private float TransitionThreshold => HuskPrefab.TransitionThreshold;
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private float TransformThresholdOnDeath => HuskPrefab.TransformThresholdOnDeath;
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public AfflictionHusk(AfflictionPrefab prefab, float strength) : base(prefab, strength)
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