(6eeea9b7c) v0.9.10.0.0
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@@ -251,8 +251,7 @@ namespace Barotrauma
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{
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get
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{
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// 0.38775510204f = percentage of offset before reaching the healthbar portion of the graphic going from bottom upwards
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return new Point(2, (int)(HUDLayoutSettings.HealthBarArea.Size.Y * 0.38775510204f));
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return new Point(Math.Max(2, GUI.IntScaleCeiling(1.5f)), Math.Min(GUI.IntScaleFloor(18f), 19));
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}
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}
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@@ -260,7 +259,7 @@ namespace Barotrauma
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{
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get
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{
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return new Point((int)Math.Ceiling(HUDLayoutSettings.HealthBarArea.Size.X - 45 * GUI.Scale), (int)(healthBarHolder.Rect.Height - Math.Min(23 * GUI.Scale, 25)) / 2);
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return new Point(healthBarHolder.Rect.Width - Math.Min(GUI.IntScale(45f), 47), GUI.IntScale(15f));
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}
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}
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@@ -597,12 +596,14 @@ namespace Barotrauma
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switch (alignment)
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{
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case Alignment.Left:
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healthInterfaceFrame.RectTransform.SetPosition(Anchor.CenterLeft);
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healthInterfaceFrame.RectTransform.SetPosition(Anchor.BottomLeft);
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break;
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case Alignment.Right:
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healthInterfaceFrame.RectTransform.SetPosition(Anchor.CenterRight);
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healthInterfaceFrame.RectTransform.SetPosition(Anchor.BottomRight);
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break;
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}
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healthInterfaceFrame.RectTransform.AbsoluteOffset = new Point(HUDLayoutSettings.Padding, screenResolution.Y - HUDLayoutSettings.ChatBoxArea.Y + HUDLayoutSettings.Padding);
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healthInterfaceFrame.RectTransform.RecalculateChildren(false);
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}
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@@ -1107,7 +1108,7 @@ namespace Barotrauma
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float currHealth = healthBar.BarSize;
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Color prevColor = healthBar.Color;
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healthBarShadow.BarSize = healthShadowSize;
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healthBarShadow.Color = GUI.Style.Red;
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healthBarShadow.Color = Color.Lerp(GUI.Style.Red, Color.Black, 0.5f);
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healthBarShadow.Visible = true;
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healthBar.BarSize = currHealth;
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healthBar.Color = prevColor;
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@@ -1822,7 +1823,7 @@ namespace Barotrauma
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Vector2 iconPos = highlightArea.Center.ToVector2();
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//Affliction mostSevereAffliction = thisAfflictions.FirstOrDefault(a => !a.Prefab.IsBuff && !thisAfflictions.Any(a2 => !a2.Prefab.IsBuff && a2.Strength > a.Strength)) ?? thisAfflictions.FirstOrDefault();
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Affliction mostSevereAffliction = SortAfflictionsBySeverity(thisAfflictions).FirstOrDefault();
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Affliction mostSevereAffliction = SortAfflictionsBySeverity(thisAfflictions, excludeBuffs: false).FirstOrDefault();
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if (mostSevereAffliction != null) { DrawLimbAfflictionIcon(spriteBatch, mostSevereAffliction, iconScale, ref iconPos); }
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if (thisAfflictions.Count() > 1)
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