Faction Test v1.0.1.0
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@@ -125,8 +125,8 @@ namespace Barotrauma.Items.Components
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get { return drawable; }
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set
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{
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if (value == drawable) return;
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if (!(this is IDrawableComponent))
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if (value == drawable) { return; }
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if (this is not IDrawableComponent)
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{
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DebugConsole.ThrowError("Couldn't make \"" + this + "\" drawable (the component doesn't implement the IDrawableComponent interface)");
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return;
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@@ -236,10 +236,7 @@ namespace Barotrauma.Items.Components
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set;
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}
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/// <summary>
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/// How useful the item is in combat? Used by AI to decide which item it should use as a weapon. For the sake of clarity, use a value between 0 and 100 (not enforced).
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/// </summary>
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[Serialize(0f, IsPropertySaveable.No, description: "How useful the item is in combat? Used by AI to decide which item it should use as a weapon. For the sake of clarity, use a value between 0 and 100 (not enforced).")]
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[Serialize(0f, IsPropertySaveable.No, description: "How useful the item is in combat? Used by AI to decide which item it should use as a weapon. For the sake of clarity, use a value between 0 and 100 (not enforced). Note that there's also a generic BotPriority for all item prefabs.")]
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public float CombatPriority { get; private set; }
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/// <summary>
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@@ -690,7 +687,7 @@ namespace Barotrauma.Items.Components
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public virtual void FlipY(bool relativeToSub) { }
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public bool IsLoaded(Character user, bool checkContainedItems = true) =>
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public bool IsNotEmpty(Character user, bool checkContainedItems = true) =>
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HasRequiredContainedItems(user, addMessage: false) &&
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(!checkContainedItems || Item.OwnInventory == null || Item.OwnInventory.AllItems.Any(i => i.Condition > 0));
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