using Microsoft.Xna.Framework; using System.Collections.Generic; using System.IO; using System.Linq; using System.Xml.Linq; namespace Barotrauma { partial class AfflictionHusk : Affliction { partial void UpdateMessages(float prevStrength, Character character) { if (Strength < Prefab.MaxStrength * 0.5f) { if (prevStrength % 10.0f > 0.05f && Strength % 10.0f < 0.05f) { GUI.AddMessage(TextManager.Get("HuskDormant"), Color.Red); } } else if (Strength < Prefab.MaxStrength) { if (state == InfectionState.Dormant && Character.Controlled == character) { GUI.AddMessage(TextManager.Get("HuskCantSpeak"), Color.Red); } } else if (state != InfectionState.Active && Character.Controlled == character) { GUI.AddMessage(TextManager.Get("HuskActivate").Replace("[Attack]", GameMain.Config.KeyBind(InputType.Attack).ToString()), Color.Red); } } } }