Unstable 0.17.0.0
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@@ -15,14 +15,14 @@ namespace Barotrauma.Items.Components
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private float deattachTimer;
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[Serialize(1.0f, false, description: "How long it takes to deattach the item from the level walls (in seconds).")]
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[Serialize(1.0f, IsPropertySaveable.No, description: "How long it takes to deattach the item from the level walls (in seconds).")]
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public float DeattachDuration
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{
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get;
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set;
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}
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[Serialize(0.0f, false, description: "How far along the item is to being deattached. When the timer goes above DeattachDuration, the item is deattached.")]
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[Serialize(0.0f, IsPropertySaveable.No, description: "How far along the item is to being deattached. When the timer goes above DeattachDuration, the item is deattached.")]
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public float DeattachTimer
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{
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get { return deattachTimer; }
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@@ -53,7 +53,7 @@ namespace Barotrauma.Items.Components
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{
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if (holdable.Attached)
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{
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GameAnalyticsManager.AddDesignEvent("ResourceCollected:" + (GameMain.GameSession?.GameMode?.Preset.Identifier ?? "none") + ":" + item.Prefab.Identifier);
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GameAnalyticsManager.AddDesignEvent("ResourceCollected:" + (GameMain.GameSession?.GameMode?.Preset.Identifier.Value ?? "none") + ":" + item.Prefab.Identifier);
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holdable.DeattachFromWall();
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}
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trigger.Enabled = false;
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@@ -62,7 +62,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Serialize(1.0f, false, description: "How much the position of the item can vary from the wall the item spawns on.")]
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[Serialize(1.0f, IsPropertySaveable.No, description: "How much the position of the item can vary from the wall the item spawns on.")]
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public float RandomOffsetFromWall
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{
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get;
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@@ -74,7 +74,7 @@ namespace Barotrauma.Items.Components
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get { return holdable != null && holdable.Attached; }
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}
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public LevelResource(Item item, XElement element) : base(item, element)
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public LevelResource(Item item, ContentXElement element) : base(item, element)
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{
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IsActive = true;
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}
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