v1.7.7.0 (Winter Update 2024)
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@@ -197,7 +197,22 @@ namespace Barotrauma
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/// <summary>
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/// Used for multiplying all the damage.
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/// </summary>
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public float DamageMultiplier { get; set; } = 1;
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public float DamageMultiplier
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{
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get => _damageMultiplier ?? initialDamageMultiplier;
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set
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{
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if (!_damageMultiplier.HasValue)
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{
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SetInitialDamageMultiplier(value);
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}
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_damageMultiplier = value;
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}
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}
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private float? _damageMultiplier;
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private float initialDamageMultiplier = 1.0f;
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public void ResetDamageMultiplier() => _damageMultiplier = initialDamageMultiplier;
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public void SetInitialDamageMultiplier(float value) => initialDamageMultiplier = value;
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/// <summary>
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/// Used for multiplying all the ranges.
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@@ -275,6 +290,8 @@ namespace Barotrauma
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[Serialize("0.0, 0.0", IsPropertySaveable.Yes, description: "Applied to the main limb. In world space coordinates(i.e. 0, 1 pushes the character upwards a bit). The attacker's facing direction is taken into account."), Editable]
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public Vector2 RootForceWorldEnd { get; private set; }
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public bool HasRootForce => RootForceWorldStart != Vector2.Zero || RootForceWorldMiddle != Vector2.Zero || RootForceWorldEnd != Vector2.Zero;
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[Serialize(TransitionMode.Linear, IsPropertySaveable.Yes, description:"Applied to the main limb. The transition smoothing of the applied force."), Editable]
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public TransitionMode RootTransitionEasing { get; private set; }
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