(91366496d) Removed connection displayname attributes from ItemAssemblies (ended up there with liberal use of Find & Replace, but it's better to use values from the item prefab)
This commit is contained in:
@@ -218,6 +218,22 @@ namespace Barotrauma
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return true;
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return true;
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}
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}
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private bool RefreshJoinButtonState(GUIComponent component, object obj)
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{
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if (obj == null || waitingForRefresh) { return false; }
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if (!string.IsNullOrWhiteSpace(clientNameBox.Text) && !string.IsNullOrWhiteSpace(ipBox.Text))
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{
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joinButton.Enabled = true;
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}
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else
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{
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joinButton.Enabled = false;
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}
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return true;
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}
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private bool SelectServer(GUIComponent component, object obj)
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private bool SelectServer(GUIComponent component, object obj)
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{
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{
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if (obj == null || waitingForRefresh) { return false; }
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if (obj == null || waitingForRefresh) { return false; }
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@@ -553,8 +553,6 @@ namespace Barotrauma
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public static bool HasItem(Character character, string tag, string containedTag, float conditionPercentage = 0)
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public static bool HasItem(Character character, string tag, string containedTag, float conditionPercentage = 0)
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{
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{
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if (character == null) { return false; }
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if (character.Inventory == null) { return false; }
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var item = character.Inventory.FindItemByTag(tag);
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var item = character.Inventory.FindItemByTag(tag);
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return item != null &&
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return item != null &&
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item.ConditionPercentage > conditionPercentage &&
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item.ConditionPercentage > conditionPercentage &&
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@@ -16,9 +16,6 @@ namespace Barotrauma
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public Func<bool> customCondition;
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public Func<bool> customCondition;
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public bool followControlledCharacter;
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public bool mimic;
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/// <summary>
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/// <summary>
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/// Display units
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/// Display units
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/// </summary>
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/// </summary>
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@@ -27,11 +24,9 @@ namespace Barotrauma
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public bool AllowGoingOutside { get; set; }
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public bool AllowGoingOutside { get; set; }
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public bool CheckVisibility { get; set; }
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public bool CheckVisibility { get; set; }
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public ISpatialEntity Target { get; private set; }
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public override float GetPriority()
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public override float GetPriority()
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{
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{
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if (followControlledCharacter && Character.Controlled == null) { return 0.0f; }
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if (FollowControlledCharacter && Character.Controlled == null) { return 0.0f; }
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if (Target is Entity e && e.Removed) { return 0.0f; }
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if (Target is Entity e && e.Removed) { return 0.0f; }
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if (IgnoreIfTargetDead && Target is Character character && character.IsDead) { return 0.0f; }
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if (IgnoreIfTargetDead && Target is Character character && character.IsDead) { return 0.0f; }
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if (objectiveManager.CurrentOrder == this)
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if (objectiveManager.CurrentOrder == this)
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@@ -41,6 +36,10 @@ namespace Barotrauma
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return 1.0f;
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return 1.0f;
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}
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}
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public ISpatialEntity Target { get; private set; }
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public bool FollowControlledCharacter;
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public AIObjectiveGoTo(ISpatialEntity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1)
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public AIObjectiveGoTo(ISpatialEntity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1)
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: base (character, objectiveManager, priorityModifier)
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: base (character, objectiveManager, priorityModifier)
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{
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{
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@@ -53,7 +52,7 @@ namespace Barotrauma
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protected override void Act(float deltaTime)
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protected override void Act(float deltaTime)
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{
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{
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if (followControlledCharacter)
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if (FollowControlledCharacter)
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{
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{
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if (Character.Controlled == null)
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if (Character.Controlled == null)
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{
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{
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@@ -138,9 +137,8 @@ namespace Barotrauma
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}
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}
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if (getDivingGearIfNeeded)
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if (getDivingGearIfNeeded)
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{
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{
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Character followTarget = Target as Character;
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bool needsDivingGear = HumanAIController.NeedsDivingGear(targetHull);
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bool needsDivingGear = HumanAIController.NeedsDivingGear(targetHull) || mimic && HumanAIController.HasDivingMask(followTarget);
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bool needsDivingSuit = needsDivingGear && (targetHull == null || targetIsOutside || targetHull.WaterPercentage > 90);
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bool needsDivingSuit = needsDivingGear && (targetHull == null || targetIsOutside || targetHull.WaterPercentage > 90) || mimic && HumanAIController.HasDivingSuit(followTarget);
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bool needsEquipment = false;
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bool needsEquipment = false;
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if (needsDivingSuit)
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if (needsDivingSuit)
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{
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{
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@@ -239,8 +239,7 @@ namespace Barotrauma
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CloseEnough = 150,
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CloseEnough = 150,
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AllowGoingOutside = true,
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AllowGoingOutside = true,
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IgnoreIfTargetDead = true,
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IgnoreIfTargetDead = true,
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followControlledCharacter = orderGiver == character,
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FollowControlledCharacter = orderGiver == character
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mimic = true
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};
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};
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break;
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break;
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case "wait":
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case "wait":
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