namespace Barotrauma { partial class CharacterHealth { partial void UpdateLimbAfflictionOverlays() { foreach (Limb limb in Character.AnimController.Limbs) { limb.BurnOverlayStrength = 0.0f; limb.DamageOverlayStrength = 0.0f; if (limbHealths[limb.HealthIndex].Afflictions.Count == 0) continue; foreach (Affliction a in limbHealths[limb.HealthIndex].Afflictions) { limb.BurnOverlayStrength += a.Strength / a.Prefab.MaxStrength * a.Prefab.BurnOverlayAlpha; limb.DamageOverlayStrength += a.Strength / a.Prefab.MaxStrength * a.Prefab.DamageOverlayAlpha; } limb.BurnOverlayStrength /= limbHealths[limb.HealthIndex].Afflictions.Count; limb.DamageOverlayStrength /= limbHealths[limb.HealthIndex].Afflictions.Count; } } } }