(6eeea9b7c) v0.9.10.0.0
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@@ -316,11 +316,6 @@ namespace Barotrauma
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continue;
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}
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}
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//float afflictionStrength = subElement.GetAttributeFloat(1.0f, "amount", "strength");
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//var affliction = afflictionPrefab.Instantiate(afflictionStrength);
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//Afflictions.Add(affliction, subElement);
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break;
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case "conditional":
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foreach (XAttribute attribute in subElement.Attributes())
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@@ -347,14 +342,18 @@ namespace Barotrauma
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afflictionPrefab = AfflictionPrefab.List.FirstOrDefault(ap => ap.Identifier.Equals(afflictionIdentifier, System.StringComparison.OrdinalIgnoreCase));
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if (afflictionPrefab != null)
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{
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float afflictionStrength = subElement.GetAttributeFloat(1.0f, "amount", "strength");
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affliction = afflictionPrefab.Instantiate(afflictionStrength);
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affliction = afflictionPrefab.Instantiate(0.0f);
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}
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else
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{
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affliction = new Affliction(null, 0);
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}
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affliction.Deserialize(subElement);
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//backwards compatibility
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if (subElement.Attribute("amount") != null && subElement.Attribute("strength") == null)
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{
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affliction.Strength = subElement.GetAttributeFloat("amount", 0.0f);
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}
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// add the affliction anyway, so that it can be shown in the editor.
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Afflictions.Add(affliction, subElement);
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}
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@@ -572,18 +571,14 @@ namespace Barotrauma
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public bool IsValidTarget(AttackTarget targetType) => TargetType == AttackTarget.Any || TargetType == targetType;
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public bool IsValidTarget(Entity target)
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public bool IsValidTarget(IDamageable target)
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{
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switch (TargetType)
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return TargetType switch
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{
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case AttackTarget.Character:
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return target is Character;
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case AttackTarget.Structure:
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return !(target is Character);
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case AttackTarget.Any:
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default:
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return true;
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}
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AttackTarget.Character => target is Character,
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AttackTarget.Structure => !(target is Character),
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_ => true,
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};
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}
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public Vector2 CalculateAttackPhase(TransitionMode easing = TransitionMode.Linear)
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