MapEntityPrefabs are deserialized using SerializableProperty
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@@ -17,15 +17,7 @@ namespace Barotrauma
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public readonly static List<MapEntityPrefab> List = new List<MapEntityPrefab>();
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protected string name;
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public List<string> Tags
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{
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get;
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protected set;
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}
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protected bool isLinkable;
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public Sprite sprite;
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//the position where the structure is being placed (needed when stretching the structure)
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@@ -34,35 +26,45 @@ namespace Barotrauma
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protected ConstructorInfo constructor;
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//is it possible to stretch the entity horizontally/vertically
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[Serialize(false, false)]
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public bool ResizeHorizontal { get; protected set; }
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[Serialize(false, false)]
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public bool ResizeVertical { get; protected set; }
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//which prefab has been selected for placing
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protected static MapEntityPrefab selected;
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protected int price;
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private int price;
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public string Name
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{
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get { return name; }
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}
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public List<string> Tags
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{
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get;
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protected set;
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}
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public static MapEntityPrefab Selected
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{
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get { return selected; }
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set { selected = value; }
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}
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[Serialize("", false)]
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public string Description
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{
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get;
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protected set;
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}
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[Serialize(false, false)]
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public virtual bool IsLinkable
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{
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get { return isLinkable; }
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get;
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private set;
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}
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public MapEntityCategory Category
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@@ -71,15 +73,18 @@ namespace Barotrauma
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protected set;
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}
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[Serialize("1.0,1.0,1.0,1.0", false)]
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public Color SpriteColor
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{
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get;
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protected set;
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}
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[Serialize(0, false)]
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public int Price
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{
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get { return price; }
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protected set { price = Math.Max(value, 0); }
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}
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//If a matching prefab is not found when loading a sub, the game will attempt to find a prefab with a matching alias.
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