482 lines
20 KiB
C#
482 lines
20 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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using System;
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using Barotrauma.Extensions;
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using Microsoft.Xna.Framework;
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namespace Barotrauma
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{
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/// <summary>
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/// A special affliction type that gradually makes the character turn into another type of character.
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/// See <see cref="AfflictionPrefabHusk"/> for more details.
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/// </summary>
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partial class AfflictionHusk : Affliction
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{
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public enum InfectionState
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{
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Initial, Dormant, Transition, Active, Final
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}
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private bool subscribedToDeathEvent;
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private InfectionState state;
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private List<Limb> huskAppendage;
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private Character character;
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private bool stun = false;
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private readonly List<Affliction> huskInfection = new List<Affliction>();
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[Serialize(0f, IsPropertySaveable.Yes), Editable]
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public override float Strength
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{
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get { return _strength; }
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set
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{
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// Don't allow to set the strength too high (from outside) to avoid rapid transformation into husk when taking lots of damage from husks.
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float previousValue = _strength;
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float threshold = _strength > ActiveThreshold ? ActiveThreshold + 1 : DormantThreshold - 1;
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float max = Math.Max(threshold, previousValue);
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_strength = Math.Clamp(value, 0, max);
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stun = GameMain.GameSession?.IsRunning ?? true;
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if (previousValue > 0.0f && value <= 0.0f)
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{
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DeactivateHusk();
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highestStrength = 0;
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}
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activeEffectDirty = true;
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}
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}
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private float highestStrength;
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public InfectionState State
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{
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get { return state; }
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private set
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{
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if (state == value) { return; }
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state = value;
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}
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}
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private readonly AfflictionPrefabHusk HuskPrefab;
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private float DormantThreshold => HuskPrefab.DormantThreshold;
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private float ActiveThreshold => HuskPrefab.ActiveThreshold;
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private float TransitionThreshold => HuskPrefab.TransitionThreshold;
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private float TransformThresholdOnDeath => HuskPrefab.TransformThresholdOnDeath;
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public AfflictionHusk(AfflictionPrefab prefab, float strength) : base(prefab, strength)
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{
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HuskPrefab = prefab as AfflictionPrefabHusk;
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if (HuskPrefab == null)
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{
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DebugConsole.ThrowError("Error in husk affliction definition: the prefab is of wrong type!",
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contentPackage: prefab.ContentPackage);
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}
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}
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public override void Update(CharacterHealth characterHealth, Limb targetLimb, float deltaTime)
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{
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if (HuskPrefab == null) { return; }
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base.Update(characterHealth, targetLimb, deltaTime);
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highestStrength = Math.Max(_strength, highestStrength);
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character = characterHealth.Character;
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if (character == null) { return; }
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UpdateMessages();
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if (!subscribedToDeathEvent)
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{
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character.OnDeath += CharacterDead;
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subscribedToDeathEvent = true;
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}
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if (Strength < DormantThreshold)
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{
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DeactivateHusk();
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if (Strength > Math.Min(1.0f, DormantThreshold))
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{
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State = InfectionState.Dormant;
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}
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}
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else if (Strength < ActiveThreshold)
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{
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DeactivateHusk();
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if (Prefab is AfflictionPrefabHusk { CauseSpeechImpediment: true })
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{
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character.SpeechImpediment = 30;
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}
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State = InfectionState.Transition;
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}
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else if (Strength < TransitionThreshold)
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{
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if (State != InfectionState.Active && stun)
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{
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character.SetStun(Rand.Range(2f, 3f));
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}
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if (Prefab is AfflictionPrefabHusk { CauseSpeechImpediment: true })
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{
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character.SpeechImpediment = 100;
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}
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State = InfectionState.Active;
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ActivateHusk();
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}
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else
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{
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State = InfectionState.Final;
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ActivateHusk();
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ApplyDamage(deltaTime, applyForce: true);
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character.SetStun(5);
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}
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}
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private InfectionState? prevDisplayedMessage;
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private void UpdateMessages()
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{
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if (Prefab is AfflictionPrefabHusk { SendMessages: false }) { return; }
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if (prevDisplayedMessage.HasValue && prevDisplayedMessage.Value == State) { return; }
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if (highestStrength > Strength) { return; }
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// Show initial husk warning by default, and disable it only if campaign difficulty settings explicitly disable it
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bool showHuskWarning = GameMain.GameSession?.Campaign?.Settings.ShowHuskWarning ?? true;
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switch (State)
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{
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case InfectionState.Dormant:
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if (Strength < DormantThreshold * 0.5f)
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{
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return;
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}
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if (showHuskWarning)
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{
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if (character == Character.Controlled)
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{
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#if CLIENT
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GUI.AddMessage(TextManager.Get("HuskDormant"), GUIStyle.Red);
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#endif
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}
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else if (character.IsBot)
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{
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character.Speak(TextManager.Get("dialoghuskdormant").Value, delay: Rand.Range(0.5f, 5.0f), identifier: "huskdormant".ToIdentifier());
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}
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}
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break;
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case InfectionState.Transition:
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if (character == Character.Controlled)
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{
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#if CLIENT
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GUI.AddMessage(TextManager.Get("HuskCantSpeak"), GUIStyle.Red);
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#endif
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}
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else if (character.IsBot)
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{
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character.Speak(TextManager.Get("dialoghuskcantspeak").Value, delay: Rand.Range(0.5f, 5.0f), identifier: "huskcantspeak".ToIdentifier());
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}
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break;
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case InfectionState.Active:
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#if CLIENT
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if (character == Character.Controlled && character.Params.UseHuskAppendage)
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{
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GUI.AddMessage(TextManager.GetWithVariable("HuskActivate", "[Attack]", GameSettings.CurrentConfig.KeyMap.KeyBindText(InputType.Attack)), GUIStyle.Red);
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}
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#endif
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break;
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case InfectionState.Final:
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default:
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break;
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}
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prevDisplayedMessage = State;
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}
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private void ApplyDamage(float deltaTime, bool applyForce)
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{
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int limbCount = character.AnimController.Limbs.Count(l => !l.IgnoreCollisions && !l.IsSevered && !l.Hidden);
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foreach (Limb limb in character.AnimController.Limbs)
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{
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if (limb.IsSevered) { continue; }
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if (limb.Hidden) { continue; }
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float random = Rand.Value();
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huskInfection.Clear();
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huskInfection.Add(AfflictionPrefab.InternalDamage.Instantiate(random * 10 * deltaTime / limbCount));
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character.LastDamageSource = null;
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float force = applyForce ? random * 0.5f * limb.Mass : 0;
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character.DamageLimb(limb.WorldPosition, limb, huskInfection, 0, false, Rand.Vector(force));
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}
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}
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public void ActivateHusk()
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{
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if (huskAppendage == null && character.Params.UseHuskAppendage)
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{
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huskAppendage = AttachHuskAppendage(character, Prefab as AfflictionPrefabHusk);
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}
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if (Prefab is AfflictionPrefabHusk { NeedsAir: false })
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{
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character.NeedsAir = false;
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}
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if (Prefab is AfflictionPrefabHusk { CauseSpeechImpediment: true })
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{
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character.SpeechImpediment = 100;
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}
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}
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private void DeactivateHusk()
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{
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if (character?.AnimController == null || character.Removed) { return; }
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if (Prefab is AfflictionPrefabHusk { NeedsAir: false } &&
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!character.CharacterHealth.GetAllAfflictions().Any(a => a != this && a.Prefab is AfflictionPrefabHusk { NeedsAir: false }))
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{
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character.NeedsAir = character.Params.MainElement.GetAttributeBool("needsair", false);
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}
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if (huskAppendage != null)
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{
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huskAppendage.ForEach(l => character.AnimController.RemoveLimb(l));
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huskAppendage = null;
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}
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}
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public void UnsubscribeFromDeathEvent()
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{
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if (character == null || !subscribedToDeathEvent) { return; }
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character.OnDeath -= CharacterDead;
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subscribedToDeathEvent = false;
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}
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private void CharacterDead(Character character, CauseOfDeath causeOfDeath)
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{
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
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if (Strength < TransformThresholdOnDeath || character.Removed ||
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character.CharacterHealth.GetAllAfflictions().Any(a => a.GetActiveEffect()?.BlockTransformation.Contains(Prefab.Identifier) ?? false))
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{
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UnsubscribeFromDeathEvent();
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return;
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}
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//don't turn the character into a husk if any of its limbs are severed
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if (character.AnimController?.LimbJoints != null)
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{
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foreach (var limbJoint in character.AnimController.LimbJoints)
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{
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if (limbJoint.IsSevered) { return; }
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}
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}
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//create the AI husk in a coroutine to ensure that we don't modify the character list while enumerating it
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CoroutineManager.StartCoroutine(CreateAIHusk());
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}
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private IEnumerable<CoroutineStatus> CreateAIHusk()
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{
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//character already in remove queue (being removed by something else, for example a modded affliction that uses AfflictionHusk as the base)
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// -> don't spawn the AI husk
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if (Entity.Spawner.IsInRemoveQueue(character))
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{
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yield return CoroutineStatus.Success;
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}
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#if SERVER
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var client = GameMain.Server?.ConnectedClients.FirstOrDefault(c => c.Character == character);
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#endif
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character.Enabled = false;
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Entity.Spawner.AddEntityToRemoveQueue(character);
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UnsubscribeFromDeathEvent();
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Identifier huskedSpeciesName = GetHuskedSpeciesName(character.SpeciesName, Prefab as AfflictionPrefabHusk);
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CharacterPrefab prefab = CharacterPrefab.FindBySpeciesName(huskedSpeciesName);
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if (prefab == null)
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{
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DebugConsole.ThrowError("Failed to turn character \"" + character.Name + "\" into a husk - husk config file not found.",
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contentPackage: Prefab.ContentPackage);
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yield return CoroutineStatus.Success;
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}
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XElement parentElement = new XElement("CharacterInfo");
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XElement infoElement = character.Info?.Save(parentElement);
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CharacterInfo huskCharacterInfo = infoElement == null ? null : new CharacterInfo(new ContentXElement(Prefab.ContentPackage, infoElement));
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if (huskCharacterInfo != null)
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{
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var bodyTint = GetBodyTint();
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huskCharacterInfo.Head.SkinColor =
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Color.Lerp(huskCharacterInfo.Head.SkinColor, bodyTint.Opaque(), bodyTint.A / 255.0f);
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}
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var husk = Character.Create(huskedSpeciesName, character.WorldPosition, ToolBox.RandomSeed(8), huskCharacterInfo, isRemotePlayer: false, hasAi: true);
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if (husk.Info != null)
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{
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husk.Info.Character = husk;
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husk.Info.TeamID = CharacterTeamType.None;
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}
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if (Prefab is AfflictionPrefabHusk huskPrefab)
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{
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if (huskPrefab.ControlHusk)
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{
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#if SERVER
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if (client != null)
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{
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GameMain.Server.SetClientCharacter(client, husk);
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}
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#else
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if (!character.IsRemotelyControlled && character == Character.Controlled)
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{
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Character.Controlled = husk;
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}
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#endif
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}
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}
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foreach (Limb limb in husk.AnimController.Limbs)
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{
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if (limb.type == LimbType.None)
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{
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limb.body.SetTransform(character.SimPosition, 0.0f);
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continue;
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}
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var matchingLimb = character.AnimController.GetLimb(limb.type);
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if (matchingLimb?.body != null)
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{
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limb.body.SetTransform(matchingLimb.SimPosition, matchingLimb.Rotation);
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limb.body.LinearVelocity = matchingLimb.LinearVelocity;
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limb.body.AngularVelocity = matchingLimb.body.AngularVelocity;
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}
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}
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if ((Prefab as AfflictionPrefabHusk)?.TransferBuffs ?? false)
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{
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foreach (Affliction affliction in character.CharacterHealth.GetAllAfflictions())
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{
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if (affliction.Prefab.IsBuff)
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{
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husk.CharacterHealth.ApplyAffliction(
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character.CharacterHealth.GetAfflictionLimb(affliction),
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affliction.Prefab.Instantiate(affliction.Strength));
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}
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}
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}
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if (character.Inventory != null && husk.Inventory != null)
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{
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for (int i = 0; i < character.Inventory.Capacity && i < husk.Inventory.Capacity; i++)
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{
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character.Inventory.GetItemsAt(i).ForEachMod(item => husk.Inventory.TryPutItem(item, i, true, false, null));
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}
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}
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husk.SetStun(5);
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yield return new WaitForSeconds(5, false);
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#if CLIENT
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husk?.PlaySound(CharacterSound.SoundType.Idle);
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#endif
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yield return CoroutineStatus.Success;
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}
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public static List<Limb> AttachHuskAppendage(Character character, AfflictionPrefabHusk matchingAffliction, ContentXElement appendageDefinition = null, Ragdoll ragdoll = null)
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{
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var appendage = new List<Limb>();
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Identifier nonhuskedSpeciesName = GetNonHuskedSpeciesName(character.SpeciesName, matchingAffliction);
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Identifier huskedSpeciesName = GetHuskedSpeciesName(nonhuskedSpeciesName, matchingAffliction);
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CharacterPrefab huskPrefab = CharacterPrefab.FindBySpeciesName(huskedSpeciesName);
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if (huskPrefab?.ConfigElement == null)
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{
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DebugConsole.ThrowError($"Failed to find the config file for the husk infected species with the species name '{huskedSpeciesName}'!",
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contentPackage: matchingAffliction.ContentPackage);
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return appendage;
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}
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var mainElement = huskPrefab.ConfigElement;
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var element = appendageDefinition;
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if (element == null)
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{
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element = mainElement.GetChildElements("huskappendage").FirstOrDefault(e => e.GetAttributeIdentifier("affliction", Identifier.Empty) == matchingAffliction.Identifier);
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}
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if (element == null)
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{
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DebugConsole.ThrowError($"Error in '{huskPrefab.FilePath}': Failed to find a huskappendage that matches the affliction with an identifier '{matchingAffliction.Identifier}'!",
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contentPackage: matchingAffliction.ContentPackage);
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return appendage;
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}
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ContentPath pathToAppendage = element.GetAttributeContentPath("path") ?? ContentPath.Empty;
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XDocument doc = XMLExtensions.TryLoadXml(pathToAppendage);
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if (doc == null) { return appendage; }
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if (ragdoll == null)
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{
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ragdoll = character.AnimController;
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}
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if (ragdoll.Dir < 1.0f)
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{
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ragdoll.Flip();
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}
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var root = doc.Root.FromPackage(pathToAppendage.ContentPackage);
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var limbElements = root.GetChildElements("limb").ToDictionary(e => e.GetAttributeString("id", null), e => e);
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//the IDs may need to be offset if the character has other extra appendages (e.g. from gene splicing)
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//that take up the IDs of this appendage
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int idOffset = 0;
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foreach (var jointElement in root.GetChildElements("joint"))
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{
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if (!limbElements.TryGetValue(jointElement.GetAttributeString("limb2", null), out ContentXElement limbElement)) { continue; }
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var jointParams = new RagdollParams.JointParams(jointElement, ragdoll.RagdollParams);
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Limb attachLimb = null;
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if (matchingAffliction.AttachLimbId > -1)
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{
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attachLimb = ragdoll.Limbs.FirstOrDefault(l => !l.IsSevered && l.Params.ID == matchingAffliction.AttachLimbId);
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}
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else if (matchingAffliction.AttachLimbName != null)
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{
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attachLimb = ragdoll.Limbs.FirstOrDefault(l => !l.IsSevered && l.Name == matchingAffliction.AttachLimbName);
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}
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else if (matchingAffliction.AttachLimbType != LimbType.None)
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{
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attachLimb = ragdoll.Limbs.FirstOrDefault(l => !l.IsSevered && l.type == matchingAffliction.AttachLimbType);
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}
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if (attachLimb == null)
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{
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attachLimb = ragdoll.Limbs.FirstOrDefault(l => !l.IsSevered && l.Params.ID == jointParams.Limb1);
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}
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if (attachLimb != null)
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{
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jointParams.Limb1 = attachLimb.Params.ID;
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//the joint attaches to a limb outside the character's normal limb count = to another part of the appendage
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// -> if the appendage's IDs have been offset, we need to take that into account to attach to the correct limb
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if (jointParams.Limb1 >= ragdoll.RagdollParams.Limbs.Count)
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{
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jointParams.Limb1 += idOffset;
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}
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var appendageLimbParams = new RagdollParams.LimbParams(limbElement, ragdoll.RagdollParams);
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if (idOffset == 0)
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{
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idOffset = ragdoll.Limbs.Length - appendageLimbParams.ID;
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}
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jointParams.Limb2 = appendageLimbParams.ID = ragdoll.Limbs.Length;
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Limb huskAppendage = new Limb(ragdoll, character, appendageLimbParams);
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huskAppendage.body.Submarine = character.Submarine;
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huskAppendage.body.SetTransform(attachLimb.SimPosition, attachLimb.Rotation);
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ragdoll.AddLimb(huskAppendage);
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ragdoll.AddJoint(jointParams);
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appendage.Add(huskAppendage);
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}
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}
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return appendage;
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}
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public static Identifier GetHuskedSpeciesName(Identifier speciesName, AfflictionPrefabHusk prefab)
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{
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return new Identifier(speciesName.Value + prefab.HuskedSpeciesName.Value);
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}
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public static Identifier GetNonHuskedSpeciesName(Identifier huskedSpeciesName, AfflictionPrefabHusk prefab)
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{
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return huskedSpeciesName.Remove(prefab.HuskedSpeciesName);
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}
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}
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}
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