v1.4.4.1 (Blood in the Water Update)

This commit is contained in:
Regalis11
2024-04-24 18:09:05 +03:00
parent 89b91d1c3e
commit ff1b8951a7
397 changed files with 15250 additions and 6479 deletions
@@ -1,22 +1,35 @@
using System.Linq;
using System.Linq;
namespace Barotrauma
{
/// <summary>
/// Gives an affliction to a specific character.
/// </summary>
class AfflictionAction : EventAction
{
[Serialize("", IsPropertySaveable.Yes)]
[Serialize("", IsPropertySaveable.Yes, description: "Identifier of the affliction.")]
public Identifier Affliction { get; set; }
[Serialize(0.0f, IsPropertySaveable.Yes)]
[Serialize(0.0f, IsPropertySaveable.Yes, description: "Strength of the affliction.")]
public float Strength { get; set; }
[Serialize(LimbType.None, IsPropertySaveable.Yes)]
[Serialize(LimbType.None, IsPropertySaveable.Yes, description: "Type of the limb(s) to apply the affliction on. Only valid if the affliction is limb-specific.")]
public LimbType LimbType { get; set; }
[Serialize("", IsPropertySaveable.Yes)]
[Serialize("", IsPropertySaveable.Yes, description: "Tag of the character to apply the affliction on.")]
public Identifier TargetTag { get; set; }
public AfflictionAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
[Serialize(false, IsPropertySaveable.Yes, description: "Should the strength be multiplied by the maximum vitality of the target?")]
public bool MultiplyByMaxVitality { get; set; }
public AfflictionAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element)
{
if (Affliction.IsEmpty)
{
DebugConsole.ThrowError($"Error in {nameof(AfflictionAction)}: affliction not defined (use the attribute \"{nameof(Affliction)}\").",
contentPackage: element.ContentPackage);
}
}
private bool isFinished = false;
@@ -40,27 +53,32 @@ namespace Barotrauma
{
if (target != null && target is Character character)
{
float strength = Strength;
if (MultiplyByMaxVitality)
{
strength *= character.MaxVitality;
}
if (LimbType != LimbType.None)
{
var limb = character.AnimController.GetLimb(LimbType);
if (Strength > 0.0f)
if (strength > 0.0f)
{
character.CharacterHealth.ApplyAffliction(limb, afflictionPrefab.Instantiate(Strength), ignoreUnkillability: true);
character.CharacterHealth.ApplyAffliction(limb, afflictionPrefab.Instantiate(strength), ignoreUnkillability: true);
}
else if (Strength < 0.0f)
else if (strength < 0.0f)
{
character.CharacterHealth.ReduceAfflictionOnLimb(limb, Affliction, -Strength);
character.CharacterHealth.ReduceAfflictionOnLimb(limb, Affliction, -strength);
}
}
else
{
if (Strength > 0.0f)
if (strength > 0.0f)
{
character.CharacterHealth.ApplyAffliction(null, afflictionPrefab.Instantiate(Strength), ignoreUnkillability: true);
character.CharacterHealth.ApplyAffliction(null, afflictionPrefab.Instantiate(strength), ignoreUnkillability: true);
}
else if (Strength < 0.0f)
else if (strength < 0.0f)
{
character.CharacterHealth.ReduceAfflictionOnAllLimbs(Affliction, -Strength);
character.CharacterHealth.ReduceAfflictionOnAllLimbs(Affliction, -strength);
}
}
}