(073c09b0f) Don't allow signals to deactivate Repairables (made it impossible to fix hatches on some vanilla subs because the signals kept the Repairable inactive, preventing the repair state from being updated)
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@@ -241,5 +241,12 @@ namespace Barotrauma.Items.Components
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{
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character.AnimController.UpdateUseItem(false, item.WorldPosition + new Vector2(0.0f, 100.0f) * ((item.Condition / item.MaxCondition) % 0.1f));
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0, float signalStrength = 1)
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{
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//do nothing
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//Repairables should always stay active, so we don't want to use the default behavior
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//where set_active/set_state signals can disable the component
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}
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}
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}
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