forked from SpaceStation14-Shenanigans/Monolith
Merge branch 'main' of https://github.com/Monolith-Station/Monolith
This commit is contained in:
@@ -76,7 +76,7 @@ public sealed class DamageOverlayUiController : UIController
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{
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if (mobState == null && !EntityManager.TryGetComponent(entity, out mobState) ||
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thresholds == null && !EntityManager.TryGetComponent(entity, out thresholds) ||
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damageable == null && !EntityManager.TryGetComponent(entity, out damageable))
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damageable == null && !EntityManager.TryGetComponent(entity, out damageable))
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return;
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if (!_mobThresholdSystem.TryGetIncapThreshold(entity, out var foundThreshold, thresholds))
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@@ -94,47 +94,48 @@ public sealed class DamageOverlayUiController : UIController
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switch (mobState.CurrentState)
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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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{
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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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}
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if (!EntityManager.HasComponent<PainNumbnessComponent>(entity)) // Mono - makes this look better
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{
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if (damageable.DamagePerGroup.TryGetValue("Brute", out var bruteDamage))
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_overlay.BruteLevel = FixedPoint2.Min(1f, bruteDamage / critThreshold).Float();
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if (damageable.DamagePerGroup.TryGetValue("Burn", out var burnDamage)) // Adds burn damage to pain overlay - Mono
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_overlay.BruteLevel = FixedPoint2.Min(1f, _overlay.BruteLevel + (burnDamage / critThreshold)).Float();
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}
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else
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_overlay.BruteLevel = 0;
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if (damageable.DamagePerGroup.TryGetValue("Airloss", out var oxyDamage))
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{
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_overlay.OxygenLevel = FixedPoint2.Min(1f, oxyDamage / critThreshold).Float();
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}
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if (damageable.DamagePerGroup.TryGetValue("Airloss", out var oxyDamage))
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{
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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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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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}
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_overlay.CritLevel = 0;
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_overlay.DeadLevel = 0;
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break;
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}
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case MobState.Critical:
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{
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if (!_mobThresholdSystem.TryGetDeadPercentage(entity,
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FixedPoint2.Max(0.0, damageable.TotalDamage), out var critLevel))
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return;
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_overlay.CritLevel = critLevel.Value.Float();
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{
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if (!_mobThresholdSystem.TryGetDeadPercentage(entity,
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FixedPoint2.Max(0.0, damageable.TotalDamage), out var critLevel))
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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.DeadLevel = 0;
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break;
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}
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_overlay.BruteLevel = 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.CritLevel = 0;
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break;
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}
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{
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_overlay.BruteLevel = 0;
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_overlay.CritLevel = 0;
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break;
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}
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}
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}
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}
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@@ -19289,3 +19289,10 @@ Entries:
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id: 2127
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time: '2026-04-03T18:29:10.0000000+00:00'
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url: https://github.com/Monolith-Station/Monolith/pull/3578
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- author: Redrover1760
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changes:
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- type: Tweak
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message: Burn damage is now added to the red damage overlay
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id: 2128
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time: '2026-04-04T00:37:54.0000000+00:00'
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url: https://github.com/Monolith-Station/Monolith/pull/3682
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