예제 #1
0
        protected float FinalizeAndAddInjury(Pawn pawn, Hediff_Injury injury, DamageInfo dinfo, DamageResult result)
        {
            injury.TryGetComp <HediffComp_GetsPermanent>()?.PreFinalizeInjury();
            float partHealth = pawn.health.hediffSet.GetPartHealth(injury.Part);

            if (pawn.IsColonist && !dinfo.IgnoreInstantKillProtection && dinfo.Def.ExternalViolenceFor(pawn) && !Rand.Chance(Find.Storyteller.difficultyValues.allowInstantKillChance))
            {
                float num = ((injury.def.lethalSeverity > 0f) ? (injury.def.lethalSeverity * 1.1f) : 1f);
                float min = 1f;
                float max = Mathf.Min(injury.Severity, partHealth);
                for (int i = 0; i < 7; i++)
                {
                    if (!pawn.health.WouldDieAfterAddingHediff(injury))
                    {
                        break;
                    }
                    float num2 = Mathf.Clamp(partHealth - num, min, max);
                    if (DebugViewSettings.logCauseOfDeath)
                    {
                        Log.Message($"CauseOfDeath: attempt to prevent death for {pawn.Name} on {injury.Part.Label} attempt:{i + 1} severity:{injury.Severity}->{num2} part health:{partHealth}");
                    }
                    injury.Severity = num2;
                    num            *= 2f;
                    min             = 0f;
                }
            }
            pawn.health.AddHediff(injury, null, dinfo, result);
            float num3 = Mathf.Min(injury.Severity, partHealth);

            result.totalDamageDealt += num3;
            result.wounded           = true;
            result.AddPart(pawn, injury.Part);
            result.AddHediff(injury);
            return(num3);
        }
예제 #2
0
        protected float FinalizeAndAddInjury(Pawn pawn, Hediff_Injury injury, DamageInfo dinfo, DamageResult result)
        {
            injury.TryGetComp <HediffComp_GetsPermanent>()?.PreFinalizeInjury();
            pawn.health.AddHediff(injury, null, dinfo, result);
            float num = Mathf.Min(injury.Severity, pawn.health.hediffSet.GetPartHealth(injury.Part));

            result.totalDamageDealt += num;
            result.wounded           = true;
            result.AddPart(pawn, injury.Part);
            result.AddHediff(injury);
            return(num);
        }