- Don't spam the shit out of status updates (TODO: send update
immediately on drastic changes)
- Fixed some potential message misreading
- Readded homoglyph name comparison
CPR:
There's now a difference between CPR on bleeding, CPR on hurting and CPR on oxygen deprivation.
If you try to CPR bleeding people, it will make bloody sounds and particles while hurting them. So don't.
If you CPR people with less than 0 health, it will do RNG based on your skill level to bring them back to life with 2 HP.
Otherwise if you CPR their oxygen back, chest pumps will simply prevent oxygen deprivation and mouth-to-mouth will bring back their oxygen while taking yours based on the skill level.
Crit:
Changed it so you always lose oxygen when critical. Your heart stopped either way!
- Name tags on characters that are outside the camera view are automatically hidden to avoid the costly visibility checks.
- If the controlled character or the target has no head, the visibility check is done based on the position of the torso.
- Fixed sub->outside visibility checks.
- Fixed invalid attributes in the flashlight config.
clientist should also display stuff
TODO: Log inventory interactions like putting item in slots (e.g. oxy mask equipped in Head slot or equipped in Any slot, etc.) so you can tell the exact moment someone decided to disguise themselves.
This only affects "DisplayName". The reason why I can't completely override the .Name for the client from server is due to how crew manifest and CharacterInfo classes are handled - it would require a major rework of many Character-related systems and interactions to truly make this "hack-proof".
Server hosts will have to stay on their toes I guess.
Made syringes have a "projectile" component for syringe guns
Adds several missing signal components to the fabricator, as well as medical syringe to medical fabricator
Adds support for status effects applied to characters from onImpact
Removed "contained.Condition = 0.0f;" in Projectile.cs due to it limiting the possibilities of the .xml content creation
Added a couple null checks in StatusEffect.cs due to crashes caused by the new projectile changes - might need to debug further, perhaps there's a root cause?
Added itemlist console command
Also adds admin ragdoll command to force people into ragdoll mode.
The networking/syncing wasn't yet tested for this but hopefully everything should work.
Updates config.xml to add default keybinds for radio chat and ragdoll
Also refactored the IDamageable interface to make more sense; now the attacker has to be a character instead of an IDamageable and damageable classes don't need to have an AiTarget.
Closes#69
- Armor values aren't reduced from the damage taken, but instead multiply the damage (e.g. an item reduces damage by 10% instead of 10 hp). Now armor doesn't make characters invulnerable to small amounts of damage.
- Armoring isn't defined as a single "armor value", but instead there are "damage modifiers" which can be added to items and limbs. The modifiers can only affect specific types of damage and have separate multipliers for the damage amount and bleeding amount.
- Having a fire proof item on a limb doesn't make that limb invulnerable to burn damage. Item's that protect against fire now have a damage modifier for the Burn damage type.