v1.4.4.1 (Blood in the Water Update)
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@@ -483,9 +483,11 @@ namespace Barotrauma
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//2. check if the base prefab defines the texture
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if (texturePath.IsNullOrEmpty() && !character.Prefab.VariantOf.IsEmpty)
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{
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Identifier speciesName = character.GetBaseCharacterSpeciesName();
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RagdollParams parentRagdollParams = character.IsHumanoid ?
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RagdollParams.GetRagdollParams<HumanRagdollParams>(character.Prefab.VariantOf) :
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RagdollParams.GetRagdollParams<FishRagdollParams>(character.Prefab.VariantOf);
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RagdollParams.GetDefaultRagdollParams<HumanRagdollParams>(speciesName, character.Params, character.Prefab.ContentPackage) :
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RagdollParams.GetDefaultRagdollParams<FishRagdollParams>(speciesName, character.Params, character.Prefab.ContentPackage);
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texturePath = parentRagdollParams.OriginalElement?.GetAttributeContentPath("texture");
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}
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//3. "default case", get the texture from this character's XML
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@@ -514,8 +516,8 @@ namespace Barotrauma
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if (characterInfo != null)
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{
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spritePath = characterInfo.ReplaceVars(spritePath);
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if (characterInfo.HeadSprite != null && characterInfo.SpriteTags.Any())
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characterInfo.VerifySpriteTagsLoaded();
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if (characterInfo.SpriteTags.Any())
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{
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string tags = "";
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characterInfo.SpriteTags.ForEach(tag => tags += $"[{tag}]");
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@@ -695,7 +697,7 @@ namespace Barotrauma
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public void Draw(SpriteBatch spriteBatch, Camera cam, Color? overrideColor = null, bool disableDeformations = false)
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{
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var spriteParams = Params.GetSprite();
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if (spriteParams == null) { return; }
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if (spriteParams == null || Alpha <= 0) { return; }
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float burn = spriteParams.IgnoreTint ? 0 : burnOverLayStrength;
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float brightness = Math.Max(1.0f - burn, 0.2f);
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Color clr = spriteParams.Color;
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@@ -724,6 +726,8 @@ namespace Barotrauma
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color = overrideColor ?? color;
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blankColor = overrideColor ?? blankColor;
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color *= Alpha;
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blankColor *= Alpha;
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if (isSevered)
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{
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@@ -779,7 +783,7 @@ namespace Barotrauma
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else
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{
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bool useTintMask = TintMask != null && spriteBatch.GetCurrentEffect() is null;
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if (useTintMask)
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if (useTintMask && Sprite?.Texture != null && TintMask?.Texture != null)
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{
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tintEffectParams.Effect ??= GameMain.GameScreen.ThresholdTintEffect;
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tintEffectParams.Params ??= new Dictionary<string, object>();
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