Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/Health/CharacterHealth.cs
2019-03-27 20:52:47 +02:00

756 lines
31 KiB
C#

using Lidgren.Network;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
partial class CharacterHealth
{
class LimbHealth
{
public Sprite IndicatorSprite;
public Rectangle HighlightArea;
public readonly string Name;
public readonly List<Affliction> Afflictions = new List<Affliction>();
public readonly Dictionary<string, float> VitalityMultipliers = new Dictionary<string, float>();
public readonly Dictionary<string, float> VitalityTypeMultipliers = new Dictionary<string, float>();
private readonly CharacterHealth characterHealth;
public float TotalDamage
{
get { return Afflictions.Sum(a => a.GetVitalityDecrease(characterHealth)); }
}
public LimbHealth() { }
public LimbHealth(XElement element, CharacterHealth characterHealth)
{
Name = TextManager.Get("HealthLimbName." + element.GetAttributeString("name", ""));
this.characterHealth = characterHealth;
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "sprite":
IndicatorSprite = new Sprite(subElement);
HighlightArea = subElement.GetAttributeRect("highlightarea", new Rectangle(0, 0, (int)IndicatorSprite.size.X, (int)IndicatorSprite.size.Y));
break;
case "vitalitymultiplier":
if (subElement.Attribute("name") != null)
{
DebugConsole.ThrowError("Error in character health config (" + characterHealth.Character.Name + ") - define vitality multipliers using affliction identifiers or types instead of names.");
continue;
}
string afflictionIdentifier = subElement.GetAttributeString("identifier", "");
string afflictionType = subElement.GetAttributeString("type", "");
float multiplier = subElement.GetAttributeFloat("multiplier", 1.0f);
if (!string.IsNullOrEmpty(afflictionIdentifier))
{
VitalityMultipliers.Add(afflictionIdentifier.ToLowerInvariant(), multiplier);
}
else
{
VitalityTypeMultipliers.Add(afflictionType.ToLowerInvariant(), multiplier);
}
break;
}
}
}
public List<Affliction> GetActiveAfflictions(AfflictionPrefab prefab)
{
return Afflictions.FindAll(a => a.Prefab == prefab);
}
public List<Affliction> GetActiveAfflictions(string afflictionType)
{
return Afflictions.FindAll(a => a.Prefab.AfflictionType == afflictionType);
}
}
public const float InsufficientOxygenThreshold = 30.0f;
public const float LowOxygenThreshold = 50.0f;
protected float minVitality, maxVitality;
public bool Unkillable;
//bleeding settings
public bool DoesBleed { get; private set; }
public bool UseHealthWindow { get; set; }
private List<LimbHealth> limbHealths = new List<LimbHealth>();
//non-limb-specific afflictions
private List<Affliction> afflictions = new List<Affliction>();
private HashSet<Affliction> irremovableAfflictions = new HashSet<Affliction>();
private Affliction bloodlossAffliction;
private Affliction oxygenLowAffliction;
private Affliction pressureAffliction;
private Affliction stunAffliction;
public bool IsUnconscious
{
get { return Vitality <= 0.0f; }
}
public float CrushDepth { get; private set; }
public float Vitality { get; private set; }
public float MaxVitality
{
get
{
if (Character?.Info?.Job?.Prefab != null)
{
return maxVitality + Character.Info.Job.Prefab.VitalityModifier;
}
return maxVitality;
}
}
public float MinVitality
{
get
{
if (Character?.Info?.Job?.Prefab != null)
{
return -MaxVitality;
}
return minVitality;
}
}
public float OxygenAmount
{
get
{
if (!Character.NeedsAir || Unkillable) return 100.0f;
return -oxygenLowAffliction.Strength + 100;
}
set
{
if (!Character.NeedsAir || Unkillable) return;
oxygenLowAffliction.Strength = MathHelper.Clamp(-value + 100, 0.0f, 200.0f);
}
}
public float BloodlossAmount
{
get { return bloodlossAffliction.Strength; }
set { bloodlossAffliction.Strength = MathHelper.Clamp(value, 0.0f, 100.0f); }
}
public float StunTimer
{
get { return stunAffliction.Strength; }
set { stunAffliction.Strength = MathHelper.Clamp(value, 0.0f, stunAffliction.Prefab.MaxStrength); }
}
public Affliction PressureAffliction
{
get { return pressureAffliction; }
}
public Character Character { get; private set; }
public CharacterHealth(Character character)
{
this.Character = character;
Vitality = 100.0f;
maxVitality = 100.0f;
DoesBleed = true;
UseHealthWindow = false;
InitIrremovableAfflictions();
limbHealths.Add(new LimbHealth());
InitProjSpecific(null, character);
}
public CharacterHealth(XElement element, Character character)
{
this.Character = character;
InitIrremovableAfflictions();
CrushDepth = element.GetAttributeFloat("crushdepth", float.NegativeInfinity);
maxVitality = element.GetAttributeFloat("vitality", 100.0f);
Vitality = maxVitality;
DoesBleed = element.GetAttributeBool("doesbleed", true);
UseHealthWindow = element.GetAttributeBool("usehealthwindow", false);
minVitality = (character.ConfigPath == Character.HumanConfigFile) ? -100.0f : 0.0f;
limbHealths.Clear();
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLowerInvariant() != "limb") continue;
limbHealths.Add(new LimbHealth(subElement, this));
}
if (limbHealths.Count == 0)
{
limbHealths.Add(new LimbHealth());
}
InitProjSpecific(element, character);
}
private void InitIrremovableAfflictions()
{
irremovableAfflictions.Add(bloodlossAffliction = new Affliction(AfflictionPrefab.Bloodloss, 0.0f));
irremovableAfflictions.Add(stunAffliction = new Affliction(AfflictionPrefab.Stun, 0.0f));
irremovableAfflictions.Add(pressureAffliction = new Affliction(AfflictionPrefab.Pressure, 0.0f));
irremovableAfflictions.Add(oxygenLowAffliction = new Affliction(AfflictionPrefab.OxygenLow, 0.0f));
foreach (Affliction affliction in irremovableAfflictions)
{
afflictions.Add(affliction);
}
}
partial void InitProjSpecific(XElement element, Character character);
public IEnumerable<Affliction> GetAllAfflictions(Func<Affliction, bool> limbHealthFilter = null)
{
// TODO: If there can be duplicates, we should use Union instead.
return limbHealthFilter == null
? afflictions.Concat(limbHealths.SelectMany(lh => lh.Afflictions))
: afflictions.Concat(limbHealths.SelectMany(lh => lh.Afflictions.Where(limbHealthFilter)));
}
private LimbHealth GetMathingLimbHealth(Affliction affliction) => limbHealths[Character.AnimController.GetLimb(affliction.Prefab.IndicatorLimb).HealthIndex];
/// <summary>
/// Returns the limb afflictions and non-limbspecific afflictions that are set to be displayed on this limb.
/// </summary>
private IEnumerable<Affliction> GetMatchingAfflictions(LimbHealth limb, Func<Affliction, bool> predicate)
=> limb.Afflictions.Where(predicate).Union(afflictions.Where(a => predicate(a) && GetMathingLimbHealth(a) == limb));
public Affliction GetAffliction(string afflictionType, bool allowLimbAfflictions = true)
{
foreach (Affliction affliction in afflictions)
{
if (affliction.Prefab.AfflictionType == afflictionType) return affliction;
}
if (!allowLimbAfflictions) return null;
foreach (LimbHealth limbHealth in limbHealths)
{
foreach (Affliction affliction in limbHealth.Afflictions)
{
if (affliction.Prefab.AfflictionType == afflictionType) return affliction;
}
}
return null;
}
public T GetAffliction<T>(string afflictionType, bool allowLimbAfflictions = true) where T : Affliction
{
return GetAffliction(afflictionType, allowLimbAfflictions) as T;
}
public Affliction GetAffliction(string afflictionType, Limb limb)
{
foreach (Affliction affliction in limbHealths[limb.HealthIndex].Afflictions)
{
if (affliction.Prefab.AfflictionType == afflictionType) return affliction;
}
return null;
}
public Limb GetAfflictionLimb(Affliction affliction)
{
for (int i = 0; i < limbHealths.Count; i++)
{
if (!limbHealths[i].Afflictions.Contains(affliction)) continue;
return Character.AnimController.Limbs.FirstOrDefault(l => l.HealthIndex == i);
}
return null;
}
/// <summary>
/// Get the total strength of the afflictions of a specific type attached to a specific limb
/// </summary>
/// <param name="afflictionType">Type of the affliction</param>
/// <param name="limb">The limb the affliction is attached to</param>
/// <param name="requireLimbSpecific">Does the affliction have to be attached to only the specific limb.
/// Most monsters for example don't have separate healths for different limbs, essentially meaning that every affliction is applied to every limb.</param>
public float GetAfflictionStrength(string afflictionType, Limb limb, bool requireLimbSpecific)
{
if (requireLimbSpecific && limbHealths.Count == 1) return 0.0f;
float strength = 0.0f;
foreach (Affliction affliction in limbHealths[limb.HealthIndex].Afflictions)
{
if (affliction.Strength < affliction.Prefab.ActivationThreshold) continue;
if (affliction.Prefab.AfflictionType == afflictionType) strength += affliction.Strength;
}
return strength;
}
public float GetAfflictionStrength(string afflictionType, bool allowLimbAfflictions = true)
{
float strength = 0.0f;
foreach (Affliction affliction in afflictions)
{
if (affliction.Strength < affliction.Prefab.ActivationThreshold) continue;
if (affliction.Prefab.AfflictionType == afflictionType) strength += affliction.Strength;
}
if (!allowLimbAfflictions) return strength;
foreach (LimbHealth limbHealth in limbHealths)
{
foreach (Affliction affliction in limbHealth.Afflictions)
{
if (affliction.Strength < affliction.Prefab.ActivationThreshold) continue;
if (affliction.Prefab.AfflictionType == afflictionType) strength += affliction.Strength;
}
}
return strength;
}
public void ApplyAffliction(Limb targetLimb, Affliction affliction)
{
if (Unkillable) { return; }
if (affliction.Prefab.LimbSpecific)
{
if (targetLimb == null)
{
//if a limb-specific affliction is applied to no specific limb, apply to all limbs
foreach (LimbHealth limbHealth in limbHealths)
{
AddLimbAffliction(limbHealth, affliction);
}
}
else
{
AddLimbAffliction(targetLimb, affliction);
}
}
else
{
AddAffliction(affliction);
}
}
public float GetResistance(string resistanceId)
{
float resistance = 0.0f;
for (int i = 0; i < afflictions.Count; i++)
{
if (!afflictions[i].Prefab.IsBuff) continue;
float temp = afflictions[i].GetResistance(resistanceId);
if (temp > resistance) resistance = temp;
}
return resistance;
}
public void ReduceAffliction(Limb targetLimb, string affliction, float amount)
{
affliction = affliction.ToLowerInvariant();
List<Affliction> matchingAfflictions = new List<Affliction>(afflictions);
if (targetLimb != null)
{
matchingAfflictions.AddRange(limbHealths[targetLimb.HealthIndex].Afflictions);
}
else
{
foreach (LimbHealth limbHealth in limbHealths)
{
matchingAfflictions.AddRange(limbHealth.Afflictions);
}
}
matchingAfflictions.RemoveAll(a =>
a.Prefab.Identifier.ToLowerInvariant() != affliction &&
a.Prefab.AfflictionType.ToLowerInvariant() != affliction);
if (matchingAfflictions.Count == 0) return;
float reduceAmount = amount / matchingAfflictions.Count;
for (int i = matchingAfflictions.Count - 1; i >= 0; i--)
{
var matchingAffliction = matchingAfflictions[i];
if (matchingAffliction.Strength < reduceAmount)
{
float surplus = reduceAmount - matchingAffliction.Strength;
amount -= matchingAffliction.Strength;
matchingAffliction.Strength = 0.0f;
matchingAfflictions.RemoveAt(i);
if (i == 0) i = matchingAfflictions.Count;
if (i > 0) reduceAmount += surplus / i;
SteamAchievementManager.OnAfflictionRemoved(matchingAffliction, Character);
}
else
{
matchingAffliction.Strength -= reduceAmount;
amount -= reduceAmount;
}
}
}
public void ApplyDamage(Limb hitLimb, AttackResult attackResult)
{
if (Unkillable) { return; }
if (hitLimb.HealthIndex < 0 || hitLimb.HealthIndex >= limbHealths.Count)
{
DebugConsole.ThrowError("Limb health index out of bounds. Character\"" + Character.Name +
"\" only has health configured for" + limbHealths.Count + " limbs but the limb " + hitLimb.type + " is targeting index " + hitLimb.HealthIndex);
return;
}
foreach (Affliction newAffliction in attackResult.Afflictions)
{
if (newAffliction.Prefab.LimbSpecific)
{
AddLimbAffliction(hitLimb, newAffliction);
}
else
{
AddAffliction(newAffliction);
}
}
}
public void SetAllDamage(float damageAmount, float bleedingDamageAmount, float burnDamageAmount)
{
if (Unkillable) { return; }
foreach (LimbHealth limbHealth in limbHealths)
{
limbHealth.Afflictions.RemoveAll(a =>
a.Prefab.AfflictionType == AfflictionPrefab.InternalDamage.AfflictionType ||
a.Prefab.AfflictionType == AfflictionPrefab.Burn.AfflictionType ||
a.Prefab.AfflictionType == AfflictionPrefab.Bleeding.AfflictionType);
if (damageAmount > 0.0f) limbHealth.Afflictions.Add(AfflictionPrefab.InternalDamage.Instantiate(damageAmount));
if (bleedingDamageAmount > 0.0f && DoesBleed) limbHealth.Afflictions.Add(AfflictionPrefab.Bleeding.Instantiate(bleedingDamageAmount));
if (burnDamageAmount > 0.0f) limbHealth.Afflictions.Add(AfflictionPrefab.Burn.Instantiate(burnDamageAmount));
}
CalculateVitality();
if (Vitality <= MinVitality) { Kill(); }
}
public void RemoveAllAfflictions()
{
foreach (LimbHealth limbHealth in limbHealths)
{
limbHealth.Afflictions.Clear();
}
afflictions.RemoveAll(a => !irremovableAfflictions.Contains(a));
foreach (Affliction affliction in irremovableAfflictions)
{
affliction.Strength = 0.0f;
}
CalculateVitality();
}
private void AddLimbAffliction(Limb limb, Affliction newAffliction)
{
if (!newAffliction.Prefab.LimbSpecific) return;
AddLimbAffliction(limbHealths[limb.HealthIndex], newAffliction);
}
private void AddLimbAffliction(LimbHealth limbHealth, Affliction newAffliction)
{
if (!DoesBleed && newAffliction is AfflictionBleeding) return;
if (!Character.NeedsAir && newAffliction.Prefab == AfflictionPrefab.OxygenLow) return;
foreach (Affliction affliction in limbHealth.Afflictions)
{
if (newAffliction.Prefab == affliction.Prefab)
{
affliction.Strength = Math.Min(affliction.Prefab.MaxStrength, affliction.Strength + (newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier))));
affliction.Source = newAffliction.Source;
CalculateVitality();
if (Vitality <= MinVitality) Kill();
return;
}
}
//create a new instance of the affliction to make sure we don't use the same instance for multiple characters
//or modify the affliction instance of an Attack or a StatusEffect
var copyAffliction = newAffliction.Prefab.Instantiate(
Math.Min(newAffliction.Prefab.MaxStrength, newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(newAffliction.Prefab.Identifier))),
newAffliction.Source);
limbHealth.Afflictions.Add(copyAffliction);
Character.HealthUpdateInterval = 0.0f;
CalculateVitality();
if (Vitality <= MinVitality) Kill();
#if CLIENT
selectedLimbIndex = -1;
#endif
}
private void AddAffliction(Affliction newAffliction)
{
if (!DoesBleed && newAffliction is AfflictionBleeding) return;
if (!Character.NeedsAir && newAffliction.Prefab == AfflictionPrefab.OxygenLow) return;
// Currently only human can get the husk infection.
if (newAffliction.Prefab == AfflictionPrefab.Husk && Character.SpeciesName.ToLowerInvariant() != "human") { return; }
foreach (Affliction affliction in afflictions)
{
if (newAffliction.Prefab == affliction.Prefab)
{
float newStrength = Math.Min(affliction.Prefab.MaxStrength, affliction.Strength + (newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier))));
if (affliction == stunAffliction) { Character.SetStun(newStrength, true, true); }
affliction.Strength = newStrength;
affliction.Source = newAffliction.Source;
CalculateVitality();
if (Vitality <= MinVitality) Kill();
return;
}
}
//create a new instance of the affliction to make sure we don't use the same instance for multiple characters
//or modify the affliction instance of an Attack or a StatusEffect
afflictions.Add(newAffliction.Prefab.Instantiate(
Math.Min(newAffliction.Prefab.MaxStrength, newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(newAffliction.Prefab.Identifier))),
source: newAffliction.Source));
Character.HealthUpdateInterval = 0.0f;
CalculateVitality();
if (Vitality <= MinVitality) Kill();
}
partial void UpdateLimbAfflictionOverlays();
public void Update(float deltaTime)
{
UpdateOxygen(deltaTime);
for (int i = 0; i < limbHealths.Count; i++)
{
for (int j = limbHealths[i].Afflictions.Count - 1; j >= 0; j--)
{
if (limbHealths[i].Afflictions[j].Strength <= 0.0f)
{
SteamAchievementManager.OnAfflictionRemoved(limbHealths[i].Afflictions[j], Character);
limbHealths[i].Afflictions.RemoveAt(j);
}
}
for (int j = limbHealths[i].Afflictions.Count - 1; j >= 0; j--)
{
var affliction = limbHealths[i].Afflictions[j];
Limb targetLimb = Character.AnimController.Limbs.FirstOrDefault(l => l.HealthIndex == i);
affliction.Update(this, targetLimb, deltaTime);
affliction.DamagePerSecondTimer += deltaTime;
if (affliction is AfflictionBleeding)
{
UpdateBleedingProjSpecific((AfflictionBleeding)affliction, targetLimb, deltaTime);
}
Character.SpeedMultiplier = affliction.GetSpeedMultiplier();
}
}
for (int i = afflictions.Count - 1; i >= 0; i--)
{
var affliction = afflictions[i];
if (irremovableAfflictions.Contains(affliction)) continue;
if (affliction.Strength <= 0.0f)
{
SteamAchievementManager.OnAfflictionRemoved(affliction, Character);
afflictions.RemoveAt(i);
}
}
for (int i = 0; i < afflictions.Count; i++)
{
var affliction = afflictions[i];
affliction.Update(this, null, deltaTime);
affliction.DamagePerSecondTimer += deltaTime;
Character.SpeedMultiplier = affliction.GetSpeedMultiplier();
}
UpdateLimbAfflictionOverlays();
CalculateVitality();
if (Vitality <= MinVitality) Kill();
}
private void UpdateOxygen(float deltaTime)
{
if (!Character.NeedsAir) return;
float prevOxygen = OxygenAmount;
if (IsUnconscious)
{
//the character dies of oxygen deprivation in 100 seconds after losing consciousness
OxygenAmount = MathHelper.Clamp(OxygenAmount - 1.0f * deltaTime, -100.0f, 100.0f);
}
else
{
OxygenAmount = MathHelper.Clamp(OxygenAmount + deltaTime * (Character.OxygenAvailable < InsufficientOxygenThreshold ? -5.0f : 10.0f), -100.0f, 100.0f);
}
UpdateOxygenProjSpecific(prevOxygen);
}
partial void UpdateOxygenProjSpecific(float prevOxygen);
partial void UpdateBleedingProjSpecific(AfflictionBleeding affliction, Limb targetLimb, float deltaTime);
public void CalculateVitality()
{
Vitality = MaxVitality;
if (Unkillable) { return; }
float damageResistanceMultiplier = 1f - GetResistance("damage");
foreach (LimbHealth limbHealth in limbHealths)
{
foreach (Affliction affliction in limbHealth.Afflictions)
{
float vitalityDecrease = affliction.GetVitalityDecrease(this);
if (limbHealth.VitalityMultipliers.ContainsKey(affliction.Prefab.Identifier.ToLowerInvariant()))
{
vitalityDecrease *= limbHealth.VitalityMultipliers[affliction.Prefab.Identifier.ToLowerInvariant()];
}
if (limbHealth.VitalityTypeMultipliers.ContainsKey(affliction.Prefab.AfflictionType.ToLowerInvariant()))
{
vitalityDecrease *= limbHealth.VitalityTypeMultipliers[affliction.Prefab.AfflictionType.ToLowerInvariant()];
}
vitalityDecrease *= damageResistanceMultiplier;
Vitality -= vitalityDecrease;
affliction.CalculateDamagePerSecond(vitalityDecrease);
}
}
foreach (Affliction affliction in afflictions)
{
float vitalityDecrease = affliction.GetVitalityDecrease(this);
vitalityDecrease *= damageResistanceMultiplier;
Vitality -= vitalityDecrease;
affliction.CalculateDamagePerSecond(vitalityDecrease);
}
}
private void Kill()
{
if (Unkillable) { return; }
var causeOfDeath = GetCauseOfDeath();
Character.Kill(causeOfDeath.First, causeOfDeath.Second);
}
public Pair<CauseOfDeathType, Affliction> GetCauseOfDeath()
{
List<Affliction> currentAfflictions = GetAllAfflictions(true);
Affliction strongestAffliction = null;
float largestStrength = 0.0f;
foreach (Affliction affliction in currentAfflictions)
{
if (strongestAffliction == null || affliction.GetVitalityDecrease(this) > largestStrength)
{
strongestAffliction = affliction;
largestStrength = affliction.GetVitalityDecrease(this);
}
}
CauseOfDeathType causeOfDeath = strongestAffliction == null ? CauseOfDeathType.Unknown : CauseOfDeathType.Affliction;
if (strongestAffliction == oxygenLowAffliction)
{
causeOfDeath = Character.AnimController.InWater ? CauseOfDeathType.Drowning : CauseOfDeathType.Suffocation;
}
return new Pair<CauseOfDeathType, Affliction>(causeOfDeath, strongestAffliction);
}
private List<Affliction> GetAllAfflictions(bool mergeSameAfflictions)
{
List<Affliction> allAfflictions = new List<Affliction>(afflictions);
foreach (LimbHealth limbHealth in limbHealths)
{
allAfflictions.AddRange(limbHealth.Afflictions);
}
if (mergeSameAfflictions)
{
List<Affliction> mergedAfflictions = new List<Affliction>();
foreach (Affliction affliction in allAfflictions)
{
var existingAffliction = mergedAfflictions.Find(a => a.Prefab == affliction.Prefab);
if (existingAffliction == null)
{
var newAffliction = affliction.Prefab.Instantiate(affliction.Strength);
newAffliction.DamagePerSecond = affliction.DamagePerSecond;
newAffliction.DamagePerSecondTimer = affliction.DamagePerSecondTimer;
mergedAfflictions.Add(newAffliction);
}
else
{
existingAffliction.DamagePerSecond += affliction.DamagePerSecond;
existingAffliction.Strength += affliction.Strength;
}
}
return mergedAfflictions;
}
return allAfflictions;
}
public void ServerWrite(NetBuffer msg)
{
List<Affliction> activeAfflictions = afflictions.FindAll(a => a.Strength > 0.0f && a.Strength >= a.Prefab.ActivationThreshold);
msg.Write((byte)activeAfflictions.Count);
foreach (Affliction affliction in activeAfflictions)
{
msg.WriteRangedInteger(0, AfflictionPrefab.List.Count - 1, AfflictionPrefab.List.IndexOf(affliction.Prefab));
msg.WriteRangedSingle(
MathHelper.Clamp(affliction.Strength, 0.0f, affliction.Prefab.MaxStrength),
0.0f, affliction.Prefab.MaxStrength, 8);
}
List<Pair<LimbHealth, Affliction>> limbAfflictions = new List<Pair<LimbHealth, Affliction>>();
foreach (LimbHealth limbHealth in limbHealths)
{
foreach (Affliction limbAffliction in limbHealth.Afflictions)
{
if (limbAffliction.Strength <= 0.0f || limbAffliction.Strength < limbAffliction.Prefab.ActivationThreshold) continue;
limbAfflictions.Add(new Pair<LimbHealth, Affliction>(limbHealth, limbAffliction));
}
}
msg.Write((byte)limbAfflictions.Count);
foreach (var limbAffliction in limbAfflictions)
{
msg.WriteRangedInteger(0, limbHealths.Count - 1, limbHealths.IndexOf(limbAffliction.First));
msg.WriteRangedInteger(0, AfflictionPrefab.List.Count - 1, AfflictionPrefab.List.IndexOf(limbAffliction.Second.Prefab));
msg.WriteRangedSingle(
MathHelper.Clamp(limbAffliction.Second.Strength, 0.0f, limbAffliction.Second.Prefab.MaxStrength),
0.0f, limbAffliction.Second.Prefab.MaxStrength, 8);
}
}
public void Remove()
{
RemoveProjSpecific();
}
partial void RemoveProjSpecific();
}
}