Changed Damage Overlay to check Burn Damage (#34535)
* updated BruteLevel to be PainLevel with burn damage checks in DamageOverlayUiController.cs * dehardcoded pain level by adding damage groups to paindamagegroups to affect * re-added the name for painDamageGroups * fixed overlay default and added minimum limit to component check first * renamed to PainDamageGroups and removed obsolete tag
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@@ -67,7 +67,7 @@ public sealed class DamageOverlayUiController : UIController
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{
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_overlay.DeadLevel = 0f;
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_overlay.CritLevel = 0f;
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_overlay.BruteLevel = 0f;
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_overlay.PainLevel = 0f;
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_overlay.OxygenLevel = 0f;
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}
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@@ -95,13 +95,22 @@ public sealed class DamageOverlayUiController : UIController
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{
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case MobState.Alive:
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{
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if (EntityManager.HasComponent<PainNumbnessComponent>(entity))
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FixedPoint2 painLevel = 0;
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_overlay.PainLevel = 0;
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if (!EntityManager.HasComponent<PainNumbnessComponent>(entity))
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{
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_overlay.BruteLevel = 0;
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}
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else if (damageable.DamagePerGroup.TryGetValue("Brute", out var bruteDamage))
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{
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_overlay.BruteLevel = FixedPoint2.Min(1f, bruteDamage / critThreshold).Float();
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foreach (var painDamageType in damageable.PainDamageGroups)
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{
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damageable.DamagePerGroup.TryGetValue(painDamageType, out var painDamage);
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painLevel += painDamage;
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}
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_overlay.PainLevel = FixedPoint2.Min(1f, painLevel / critThreshold).Float();
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if (_overlay.PainLevel < 0.05f) // Don't show damage overlay if they're near enough to max.
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{
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_overlay.PainLevel = 0;
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}
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}
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if (damageable.DamagePerGroup.TryGetValue("Airloss", out var oxyDamage))
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@@ -109,11 +118,6 @@ public sealed class DamageOverlayUiController : UIController
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_overlay.OxygenLevel = FixedPoint2.Min(1f, oxyDamage / critThreshold).Float();
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}
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if (_overlay.BruteLevel < 0.05f) // Don't show damage overlay if they're near enough to max.
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{
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_overlay.BruteLevel = 0;
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}
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_overlay.CritLevel = 0;
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_overlay.DeadLevel = 0;
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break;
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@@ -125,13 +129,13 @@ public sealed class DamageOverlayUiController : UIController
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return;
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_overlay.CritLevel = critLevel.Value.Float();
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_overlay.BruteLevel = 0;
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_overlay.PainLevel = 0;
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_overlay.DeadLevel = 0;
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break;
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}
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case MobState.Dead:
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{
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_overlay.BruteLevel = 0;
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_overlay.PainLevel = 0;
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_overlay.CritLevel = 0;
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break;
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}
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