Faction Test v1.0.1.0

This commit is contained in:
Regalis11
2023-02-16 15:01:28 +02:00
parent caa5a2f762
commit 2c5a7923b0
309 changed files with 7502 additions and 4335 deletions
@@ -125,8 +125,8 @@ namespace Barotrauma.Items.Components
get { return drawable; }
set
{
if (value == drawable) return;
if (!(this is IDrawableComponent))
if (value == drawable) { return; }
if (this is not IDrawableComponent)
{
DebugConsole.ThrowError("Couldn't make \"" + this + "\" drawable (the component doesn't implement the IDrawableComponent interface)");
return;
@@ -236,10 +236,7 @@ namespace Barotrauma.Items.Components
set;
}
/// <summary>
/// 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).
/// </summary>
[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).")]
[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.")]
public float CombatPriority { get; private set; }
/// <summary>
@@ -690,7 +687,7 @@ namespace Barotrauma.Items.Components
public virtual void FlipY(bool relativeToSub) { }
public bool IsLoaded(Character user, bool checkContainedItems = true) =>
public bool IsNotEmpty(Character user, bool checkContainedItems = true) =>
HasRequiredContainedItems(user, addMessage: false) &&
(!checkContainedItems || Item.OwnInventory == null || Item.OwnInventory.AllItems.Any(i => i.Condition > 0));