v1.4.4.1 (Blood in the Water Update)
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+8
-3
@@ -68,7 +68,7 @@ namespace Barotrauma
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public bool DivideByLimbCount { get; set; }
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[Serialize(false, IsPropertySaveable.Yes, description: "Is the damage relative to the max vitality (percentage) or absolute (normal)"), Editable]
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public bool MultiplyByMaxVitality { get; private set; }
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public bool MultiplyByMaxVitality { get; set; }
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public float DamagePerSecond;
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public float DamagePerSecondTimer;
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@@ -130,11 +130,16 @@ namespace Barotrauma
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public void Deserialize(XElement element)
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{
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SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
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//backwards compatibility
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if (element.GetAttribute("amount") != null && element.GetAttribute("strength") == null)
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{
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Strength = element.GetAttributeFloat("amount", 0.0f);
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}
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}
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public Affliction CreateMultiplied(float multiplier, Affliction affliction)
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{
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var instance = Prefab.Instantiate(NonClampedStrength * multiplier, Source);
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Affliction instance = Prefab.Instantiate(NonClampedStrength * multiplier, Source);
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instance.CopyProperties(affliction);
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return instance;
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}
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@@ -183,7 +188,7 @@ namespace Barotrauma
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if (currentEffect.MultiplyByMaxVitality)
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{
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currVitalityDecrease *= characterHealth == null ? 100.0f : characterHealth.MaxVitality;
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currVitalityDecrease *= characterHealth?.MaxVitality ?? 100.0f;
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}
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return currVitalityDecrease;
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