Welding tool, plasma cutter & misc item fixes/improvements
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@@ -308,18 +308,18 @@ namespace Subsurface
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}
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public void ApplyStatusEffects(ActionType type, float deltaTime, Character character = null, Limb limb = null)
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public void ApplyStatusEffects(ActionType type, float deltaTime, Character character = null)
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{
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foreach (ItemComponent ic in components)
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{
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foreach (StatusEffect effect in ic.statusEffects)
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{
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ApplyStatusEffect(effect, type, deltaTime, character, limb);
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ApplyStatusEffect(effect, type, deltaTime, character);
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}
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}
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}
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public void ApplyStatusEffect(StatusEffect effect, ActionType type, float deltaTime, Character character = null, Limb limb = null)
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public void ApplyStatusEffect(StatusEffect effect, ActionType type, float deltaTime, Character character = null)
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{
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if (condition == 0.0f) return;
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@@ -358,7 +358,7 @@ namespace Subsurface
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//ApplyStatusEffect(effect, type, deltaTime, this);
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if (effect.Targets.HasFlag(StatusEffect.Target.Character))
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effect.Apply(type, deltaTime, null, character, limb);
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effect.Apply(type, deltaTime, null, character);
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//ApplyStatusEffect(effect, type, deltaTime, null, character, limb);
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if (container != null && effect.Targets.HasFlag(StatusEffect.Target.Parent))
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@@ -712,28 +712,28 @@ namespace Subsurface
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}
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public void Use(Character character = null)
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public void Use(float deltaTime, Character character = null)
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{
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if (condition == 0.0f) return;
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foreach (ItemComponent ic in components)
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{
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if (!ic.HasRequiredContainedItems(character == Character.Controlled)) continue;
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if (ic.Use(character))
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if (ic.Use(deltaTime, character))
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{
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ic.PlaySound(ActionType.OnUse, 1.0f, Position);
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ic.ApplyStatusEffects(ActionType.OnUse, 1.0f, character);
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ic.ApplyStatusEffects(ActionType.OnUse, deltaTime, character);
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}
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}
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}
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public void SecondaryUse(Character character = null)
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public void SecondaryUse(float deltaTime, Character character = null)
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{
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foreach (ItemComponent ic in components)
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{
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if (!ic.HasRequiredContainedItems(character == Character.Controlled)) continue;
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ic.SecondaryUse(character);
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ic.SecondaryUse(deltaTime, character);
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}
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}
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