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-- TakeDamageWithoutBTD and TakeBreakDamageWithoutBTBD are very likely to break features of other mods (I can't name any specific ones off the top of my head, but if they exist, they'll be broken) that depend on patches to the original TakeDamage and TakeBreakDamage.
-- To avoid infinite loops, you could instead use a static "lock" field that is set just before entering recursion, checked before that to avoid entering further recursion, and reset after exiting recursion (preferably in a finally block, just to be sure).
-- Color of the Human Heart's BeforeTakeDamage similarly breaks any patches to GiveDamage. In particular, it'll be breaking a "melee immunity" passive I'm planning to add to an upcoming mod (granted, this breakage will be beneficial for the player in this case, but still not intended).
-- Additionally, its implementation of "deal no damage" (-100% damage and stagger damage bonus) is also very breakable - as it is additive with other percentage damage bonuses applied to the same die, and also with percentage damage bonuses given by the target's buffs, having any positive ones partially cancels this effect and allows some damage through. In fact, this can be seen even without any other mods, just by having some Smoke (and no Puffy Brume).
-- To solve both of these, you could use a transpiler to insert a call to a checking method (with ref damage and stagger damage to alter them if necessary) directly into GiveDamage, just before TakeDamage.