Unstable 0.17.0.0
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+11
-11
@@ -14,21 +14,21 @@ namespace Barotrauma.SpriteDeformations
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/// A positive value means that this deformation is or could be used for multiple sprites.
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/// This behaviour is not automatic, and has to be implemented for any particular case separately (currently only used in Limbs).
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/// </summary>
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[Serialize(-1, true), Editable(minValue: -1, maxValue: 100)]
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[Serialize(-1, IsPropertySaveable.Yes), Editable(minValue: -1, maxValue: 100)]
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public int Sync
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{
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get;
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private set;
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}
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[Serialize("", true)]
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[Serialize("", IsPropertySaveable.Yes)]
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public string TypeName
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{
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get;
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set;
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}
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[Serialize(SpriteDeformation.DeformationBlendMode.Add, true), Editable]
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[Serialize(SpriteDeformation.DeformationBlendMode.Add, IsPropertySaveable.Yes), Editable]
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public SpriteDeformation.DeformationBlendMode BlendMode
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{
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get;
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@@ -37,30 +37,30 @@ namespace Barotrauma.SpriteDeformations
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public string Name => $"Deformation ({TypeName})";
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[Serialize(1.0f, true), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2, ValueStep = 0.01f)]
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[Serialize(1.0f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2, ValueStep = 0.01f)]
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public float Strength { get; private set; }
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[Serialize(90f, true), Editable(MinValueFloat = 0, MaxValueFloat = 90)]
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[Serialize(90f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0, MaxValueFloat = 90)]
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public float MaxRotation { get; private set; }
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[Serialize(false, true), Editable]
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[Serialize(false, IsPropertySaveable.Yes), Editable]
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public bool UseMovementSine { get; set; }
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[Serialize(false, true), Editable]
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[Serialize(false, IsPropertySaveable.Yes), Editable]
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public bool StopWhenHostIsDead { get; set; }
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[Serialize(false, true), Editable]
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[Serialize(false, IsPropertySaveable.Yes), Editable]
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public bool OnlyInWater { get; set; }
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/// <summary>
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/// Only used if UseMovementSine is enabled. Multiplier for Pi.
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/// </summary>
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[Serialize(0f, true), Editable]
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[Serialize(0f, IsPropertySaveable.Yes), Editable]
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public float SineOffset { get; set; }
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public virtual float Frequency { get; set; } = 1;
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public Dictionary<string, SerializableProperty> SerializableProperties
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public Dictionary<Identifier, SerializableProperty> SerializableProperties
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{
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get;
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set;
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@@ -72,7 +72,7 @@ namespace Barotrauma.SpriteDeformations
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public static readonly Point ShaderMaxResolution = new Point(15, 15);
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private Point _resolution;
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[Serialize("2,2", true)]
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[Serialize("2,2", IsPropertySaveable.Yes)]
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public Point Resolution
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{
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get { return _resolution; }
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