Unstable 0.1500.4.0 (Shrek edition)
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+17
-14
@@ -19,6 +19,8 @@ namespace Barotrauma.Items.Components
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private float userDeconstructorSpeedMultiplier = 1.0f;
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private const float TinkeringSpeedIncrease = 1.5f;
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private ItemContainer inputContainer, outputContainer;
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public ItemContainer InputContainer
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@@ -89,12 +91,20 @@ namespace Barotrauma.Items.Components
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if (powerConsumption <= 0.0f) { Voltage = 1.0f; }
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progressTimer += deltaTime * Math.Min(Voltage, 1.0f);
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float tinkeringStrength = 0f;
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if (repairable.IsTinkering)
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{
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tinkeringStrength = repairable.TinkeringStrength;
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}
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// doesn't quite work properly, remaining time changes if tinkering stops
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float deconstructionSpeedModifier = userDeconstructorSpeedMultiplier * (1f + tinkeringStrength * TinkeringSpeedIncrease);
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if (DeconstructItemsSimultaneously)
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{
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float deconstructTime = 0.0f;
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foreach (Item targetItem in inputContainer.Inventory.AllItems)
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{
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deconstructTime += targetItem.Prefab.DeconstructTime / (DeconstructionSpeed * userDeconstructorSpeedMultiplier);
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deconstructTime += targetItem.Prefab.DeconstructTime / (DeconstructionSpeed * deconstructionSpeedModifier);
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}
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progressState = Math.Min(progressTimer / deconstructTime, 1.0f);
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@@ -126,7 +136,7 @@ namespace Barotrauma.Items.Components
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var validDeconstructItems = targetItem.Prefab.DeconstructItems.FindAll(it =>
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it.RequiredDeconstructor.Length == 0 || it.RequiredDeconstructor.Any(r => item.HasTag(r) || item.Prefab.Identifier.Equals(r, StringComparison.OrdinalIgnoreCase)));
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float deconstructTime = validDeconstructItems.Any() ? targetItem.Prefab.DeconstructTime / DeconstructionSpeed : 1.0f;
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float deconstructTime = validDeconstructItems.Any() ? targetItem.Prefab.DeconstructTime / (DeconstructionSpeed * deconstructionSpeedModifier) : 1.0f;
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progressState = Math.Min(progressTimer / deconstructTime, 1.0f);
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if (progressTimer > deconstructTime)
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@@ -234,9 +244,13 @@ namespace Barotrauma.Items.Components
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if (user != null && !user.Removed)
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{
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var itemsCreated = new AbilityValueItem(1f, targetItem.Prefab);
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var itemsCreated = new AbilityValueItem(amount, targetItem.Prefab);
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user.CheckTalents(AbilityEffectType.OnItemDeconstructedMaterial, itemsCreated);
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amount = (int)itemsCreated.Value;
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// used to spawn items directly into the deconstructor
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var itemContainer = new AbilityItemPrefabItem(item, targetItem.Prefab);
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user.CheckTalents(AbilityEffectType.OnItemDeconstructedInventory, itemContainer);
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}
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for (int i = 0; i < amount; i++)
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@@ -256,17 +270,6 @@ namespace Barotrauma.Items.Components
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}
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}
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if (user != null && !user.Removed)
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{
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var deconstructItemRetainProbability = new AbilityValueItem(0f, targetItem.Prefab);
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user.CheckTalents(AbilityEffectType.OnItemDeconstructedRetainProbability, deconstructItemRetainProbability);
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if (deconstructItemRetainProbability.Value > Rand.Range(0f, 1f, Rand.RandSync.Unsynced))
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{
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allowRemove = false;
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}
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}
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if (targetItem.AllowDeconstruct && allowRemove)
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{
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//drop all items that are inside the deconstructed item
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