Add sprain movement placeholder
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@@ -73,6 +73,13 @@ void UAgrarianSurvivalComponent::TickComponent(float DeltaTime, ELevelTick TickT
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CareHistory.InjuryBurden += BleedingRatio * 0.001f * DeltaTime;
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}
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if (Survival.SprainSeverity > 0.0f)
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{
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const float SprainRatio = Survival.SprainSeverity / 100.0f;
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Survival.Exhaustion += SprainExhaustionPerSecond * SprainRatio * DeltaTime;
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CareHistory.InjuryBurden += SprainRatio * 0.0005f * DeltaTime;
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}
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if (const UWorld* World = GetWorld())
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{
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if (const AAgrarianGameState* AgrarianGameState = World->GetGameState<AAgrarianGameState>())
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@@ -181,6 +188,7 @@ void UAgrarianSurvivalComponent::AddInjury(float Severity)
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const float PositiveSeverity = FMath::Max(0.0f, Severity);
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Survival.InjurySeverity += PositiveSeverity;
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Survival.BleedingSeverity += PositiveSeverity * 0.35f;
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Survival.SprainSeverity += PositiveSeverity * 0.20f;
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CareHistory.InjuryBurden += PositiveSeverity / 100.0f;
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Survival.Health -= PositiveSeverity * 5.0f;
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ClampSurvival();
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@@ -222,6 +230,29 @@ void UAgrarianSurvivalComponent::ReduceBleeding(float Amount)
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}
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}
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void UAgrarianSurvivalComponent::AddSprain(float Severity)
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{
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if (GetOwner() && GetOwner()->HasAuthority())
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{
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const float PositiveSeverity = FMath::Max(0.0f, Severity);
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Survival.SprainSeverity += PositiveSeverity;
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CareHistory.InjuryBurden += PositiveSeverity / 200.0f;
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ClampSurvival();
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ClampCareHistory();
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BroadcastSurvivalChanged();
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}
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}
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void UAgrarianSurvivalComponent::ReduceSprain(float Amount)
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{
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if (GetOwner() && GetOwner()->HasAuthority())
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{
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Survival.SprainSeverity -= FMath::Max(0.0f, Amount);
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ClampSurvival();
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BroadcastSurvivalChanged();
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}
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}
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void UAgrarianSurvivalComponent::AddSickness(float Severity)
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{
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if (GetOwner() && GetOwner()->HasAuthority())
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@@ -396,6 +427,7 @@ void UAgrarianSurvivalComponent::ClampSurvival()
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Survival.BodyTemperature = FMath::Clamp(Survival.BodyTemperature, 30.0f, 42.0f);
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Survival.InjurySeverity = FMath::Clamp(Survival.InjurySeverity, 0.0f, 100.0f);
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Survival.BleedingSeverity = FMath::Clamp(Survival.BleedingSeverity, 0.0f, 100.0f);
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Survival.SprainSeverity = FMath::Clamp(Survival.SprainSeverity, 0.0f, 100.0f);
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Survival.SicknessSeverity = FMath::Clamp(Survival.SicknessSeverity, 0.0f, 100.0f);
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}
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