409d4d9...aeafa16 (merge human-ai)
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@@ -27,7 +27,7 @@ namespace Barotrauma.Items.Components
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public override bool ShouldDrawHUD(Character character)
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{
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if (!HasRequiredItems(character, false) || character.SelectedConstruction != item) return false;
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return (item.Condition < ShowRepairUIThreshold || (currentFixer == character && item.Condition < item.Prefab.Health));
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return (item.Condition < ShowRepairUIThreshold || (currentFixer == character && !item.IsFullCondition));
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}
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partial void InitProjSpecific(XElement element)
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@@ -90,7 +90,7 @@ namespace Barotrauma.Items.Components
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{
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for (int i = 0; i < particleEmitters.Count; i++)
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{
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if (item.Condition >= particleEmitterConditionRanges[i].X && item.Condition <= particleEmitterConditionRanges[i].Y)
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if (item.ConditionPercentage >= particleEmitterConditionRanges[i].X && item.ConditionPercentage <= particleEmitterConditionRanges[i].Y)
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{
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particleEmitters[i].Emit(deltaTime, item.WorldPosition, item.CurrentHull);
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}
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@@ -101,8 +101,8 @@ namespace Barotrauma.Items.Components
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{
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IsActive = true;
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progressBar.BarSize = item.Condition / item.Prefab.Health;
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progressBar.Color = ToolBox.GradientLerp(item.Condition / item.Prefab.Health, Color.Red, Color.Orange, Color.Green);
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progressBar.BarSize = item.Condition / item.MaxCondition;
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progressBar.Color = ToolBox.GradientLerp(progressBar.BarSize, Color.Red, Color.Orange, Color.Green);
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repairButton.Enabled = currentFixer == null;
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repairButton.Text = currentFixer == null ?
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