(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)
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@@ -59,7 +59,7 @@ namespace Barotrauma
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public PhysicsBody body;
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public readonly XElement StaticBodyConfig;
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private float lastSentCondition;
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private float sendConditionUpdateTimer;
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private bool conditionUpdatePending;
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@@ -211,14 +211,14 @@ namespace Barotrauma
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set { spriteColor = value; }
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}
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[Serialize("1.0,1.0,1.0,1.0", false), Editable]
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[Serialize("1.0,1.0,1.0,1.0", true), Editable]
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public Color InventoryIconColor
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{
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get;
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protected set;
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}
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[Serialize("1.0,1.0,1.0,1.0", false), Editable(ToolTip = "Changes the color of the item this item is contained inside. Only has an effect if either of the UseContainedSpriteColor or UseContainedInventoryIconColor property of the container is set to true.")]
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[Serialize("1.0,1.0,1.0,1.0", true), Editable(ToolTip = "Changes the color of the item this item is contained inside. Only has an effect if either of the UseContainedSpriteColor or UseContainedInventoryIconColor property of the container is set to true.")]
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public Color ContainerColor
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{
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get;
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@@ -274,12 +274,11 @@ namespace Barotrauma
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SetActiveSprite();
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && lastSentCondition != condition)
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && !MathUtils.NearlyEqual(lastSentCondition, condition))
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{
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if (Math.Abs(lastSentCondition - condition) > 1.0f || condition == 0.0f || condition == Prefab.Health)
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{
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GameMain.NetworkMember.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
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lastSentCondition = condition;
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conditionUpdatePending = true;
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}
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}
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}
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@@ -996,6 +995,21 @@ namespace Barotrauma
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aiTarget.SightRange -= deltaTime * 1000.0f;
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aiTarget.SoundRange -= deltaTime * 1000.0f;
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}
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
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{
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sendConditionUpdateTimer -= deltaTime;
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if (conditionUpdatePending)
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{
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if (sendConditionUpdateTimer <= 0.0f)
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{
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GameMain.NetworkMember.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
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lastSentCondition = condition;
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sendConditionUpdateTimer = NetConfig.ItemConditionUpdateInterval;
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conditionUpdatePending = false;
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}
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}
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}
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ApplyStatusEffects(ActionType.Always, deltaTime, null);
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@@ -1272,7 +1286,11 @@ namespace Barotrauma
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LastSentSignalRecipients.Clear();
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if (connections == null) return;
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stepsTaken++;
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public List<T> GetConnectedComponentsRecursive<T>(Connection c) where T : ItemComponent
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{
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List<T> connectedComponents = new List<T>();
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List<Item> alreadySearched = new List<Item>() { this };
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GetConnectedComponentsRecursive(c, alreadySearched, connectedComponents);
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if (!connections.TryGetValue(connectionName, out Connection c)) return;
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