Unstable 0.1500.5.0 (almost forgor edition 💀)
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@@ -344,22 +344,27 @@ namespace Barotrauma.Items.Components
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var tempUser = user;
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for (int i = 0; i < (int)fabricationValueItem.Value; i++)
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{
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float outCondition = fabricatedItem.OutCondition;
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if (i < amountFittingContainer)
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{
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Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, outputContainer.Inventory, fabricatedItem.TargetItem.Health * fabricatedItem.OutCondition,
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onSpawned: (Item spawnedItem) =>
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{
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Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, outputContainer.Inventory, fabricatedItem.TargetItem.Health * outCondition,
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onSpawned: (Item spawnedItem) =>
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{
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onItemSpawned(spawnedItem, tempUser);
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spawnedItem.Quality = quality;
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//reset the condition in case the max condition is higher than the prefab's due to e.g. quality modifiers
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spawnedItem.Condition = spawnedItem.MaxCondition * outCondition;
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});
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}
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else
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{
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Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, item.Position, item.Submarine, fabricatedItem.TargetItem.Health * fabricatedItem.OutCondition,
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onSpawned: (Item spawnedItem) =>
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{
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Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, item.Position, item.Submarine, fabricatedItem.TargetItem.Health * outCondition,
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onSpawned: (Item spawnedItem) =>
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{
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onItemSpawned(spawnedItem, tempUser);
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spawnedItem.Quality = quality;
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//reset the condition in case the max condition is higher than the prefab's due to e.g. quality modifiers
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spawnedItem.Condition = spawnedItem.MaxCondition * outCondition;
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});
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}
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}
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