Added "VulnerableToEMP" property to Powered. Can be edited in sub editor. Reactors and relays are not affected by EMP by default. Closes #495
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@@ -78,15 +78,13 @@ namespace Barotrauma
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{
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float distSqr = Vector2.DistanceSquared(item.WorldPosition, worldPosition);
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if (distSqr > displayRangeSqr) continue;
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//ignore reactors (don't want to blow them up)
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if (item.GetComponent<Reactor>() != null) continue;
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float distFactor = 1.0f - (float)Math.Sqrt(distSqr) / displayRange;
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//damage repairable power-consuming items
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var powerTransfer = item.GetComponent<Powered>();
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if (powerTransfer != null && item.FixRequirements.Count > 0)
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var powered = item.GetComponent<Powered>();
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if (powered == null || !powered.VulnerableToEMP) continue;
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if (item.FixRequirements.Count > 0)
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{
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item.Condition -= 100 * empStrength * distFactor;
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}
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