v0.11.0.9
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+12
-2
@@ -98,10 +98,11 @@ namespace Barotrauma
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private void ApplyDamage(float deltaTime, bool applyForce)
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{
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int limbCount = character.AnimController.Limbs.Count(l => !l.ignoreCollisions && !l.IsSevered);
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int limbCount = character.AnimController.Limbs.Count(l => !l.IgnoreCollisions && !l.IsSevered);
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foreach (Limb limb in character.AnimController.Limbs)
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{
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if (limb.IsSevered) { continue; }
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if (limb.Hidden) { continue; }
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float random = Rand.Value();
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huskInfection.Clear();
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huskInfection.Add(AfflictionPrefab.InternalDamage.Instantiate(random * 10 * deltaTime / limbCount));
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@@ -170,7 +171,16 @@ namespace Barotrauma
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DebugConsole.ThrowError("Failed to turn character \"" + character.Name + "\" into a husk - husk config file not found.");
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yield return CoroutineStatus.Success;
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}
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var husk = Character.Create(huskedSpeciesName, character.WorldPosition, ToolBox.RandomSeed(8), character.Info, isRemotePlayer: false, hasAi: true);
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XElement parentElement = new XElement("CharacterInfo");
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XElement infoElement = character.Info?.Save(parentElement);
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CharacterInfo huskCharacterInfo = infoElement == null ? null : new CharacterInfo(infoElement);
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var husk = Character.Create(huskedSpeciesName, character.WorldPosition, ToolBox.RandomSeed(8), huskCharacterInfo, isRemotePlayer: false, hasAi: true);
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if (husk.Info != null)
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{
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husk.Info.Character = husk;
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husk.Info.TeamID = Character.TeamType.None;
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}
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foreach (Limb limb in husk.AnimController.Limbs)
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{
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@@ -399,7 +399,7 @@ namespace Barotrauma
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public void ApplyAffliction(Limb targetLimb, Affliction affliction)
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{
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if (Unkillable || Character.GodMode) { return; }
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if (!affliction.Prefab.IsBuff && Unkillable || Character.GodMode) { return; }
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if (affliction.Prefab.LimbSpecific)
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{
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if (targetLimb == null)
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