Unstable 0.17.0.0
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+13
-15
@@ -30,7 +30,7 @@ namespace Barotrauma.Items.Components
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private Turret turret;
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[Serialize(100.0f, true, description: "The range of the emitted light. Higher values are more performance-intensive.", alwaysUseInstanceValues: true),
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[Serialize(100.0f, IsPropertySaveable.Yes, description: "The range of the emitted light. Higher values are more performance-intensive.", alwaysUseInstanceValues: true),
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Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f)]
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public float Range
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{
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@@ -56,7 +56,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable, Serialize(true, true, description: "Should structures cast shadows when light from this light source hits them. " +
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[Editable, Serialize(true, IsPropertySaveable.Yes, description: "Should structures cast shadows when light from this light source hits them. " +
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"Disabling shadows increases the performance of the game, and is recommended for lights with a short range.", alwaysUseInstanceValues: true)]
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public bool CastShadows
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{
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@@ -70,7 +70,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable, Serialize(false, true, description: "Lights drawn behind submarines don't cast any shadows and are much faster to draw than shadow-casting lights. " +
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[Editable, Serialize(false, IsPropertySaveable.Yes, description: "Lights drawn behind submarines don't cast any shadows and are much faster to draw than shadow-casting lights. " +
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"It's recommended to enable this on decorative lights outside the submarine's hull.", alwaysUseInstanceValues: true)]
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public bool DrawBehindSubs
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{
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@@ -84,7 +84,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable, Serialize(false, true, description: "Is the light currently on.", alwaysUseInstanceValues: true)]
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[Editable, Serialize(false, IsPropertySaveable.Yes, description: "Is the light currently on.", alwaysUseInstanceValues: true)]
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public bool IsOn
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{
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get { return isOn; }
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@@ -98,7 +98,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable, Serialize(0.0f, false, description: "How heavily the light flickers. 0 = no flickering, 1 = the light will alternate between completely dark and full brightness.")]
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[Editable, Serialize(0.0f, IsPropertySaveable.No, description: "How heavily the light flickers. 0 = no flickering, 1 = the light will alternate between completely dark and full brightness.")]
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public float Flicker
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{
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get { return flicker; }
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@@ -111,7 +111,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable, Serialize(1.0f, false, description: "How fast the light flickers.")]
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[Editable, Serialize(1.0f, IsPropertySaveable.No, description: "How fast the light flickers.")]
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public float FlickerSpeed
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{
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get { return flickerSpeed; }
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@@ -124,7 +124,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable, Serialize(0.0f, true, description: "How rapidly the light pulsates (in Hz). 0 = no blinking.")]
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[Editable, Serialize(0.0f, IsPropertySaveable.Yes, description: "How rapidly the light pulsates (in Hz). 0 = no blinking.")]
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public float PulseFrequency
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{
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get { return pulseFrequency; }
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@@ -137,7 +137,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f, DecimalCount = 2), Serialize(0.0f, true, description: "How much light pulsates (in Hz). 0 = not at all, 1 = alternates between full brightness and off.")]
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[Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f, DecimalCount = 2), Serialize(0.0f, IsPropertySaveable.Yes, description: "How much light pulsates (in Hz). 0 = not at all, 1 = alternates between full brightness and off.")]
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public float PulseAmount
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{
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get { return pulseAmount; }
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@@ -150,7 +150,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable, Serialize(0.0f, true, description: "How rapidly the light blinks on and off (in Hz). 0 = no blinking.")]
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[Editable, Serialize(0.0f, IsPropertySaveable.Yes, description: "How rapidly the light blinks on and off (in Hz). 0 = no blinking.")]
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public float BlinkFrequency
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{
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get { return blinkFrequency; }
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@@ -163,7 +163,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[InGameEditable(FallBackTextTag = "connection.setcolor"), Serialize("255,255,255,255", true, description: "The color of the emitted light (R,G,B,A).", alwaysUseInstanceValues: true)]
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[InGameEditable(FallBackTextTag = "connection.setcolor"), Serialize("255,255,255,255", IsPropertySaveable.Yes, description: "The color of the emitted light (R,G,B,A).", alwaysUseInstanceValues: true)]
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public Color LightColor
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{
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get { return lightColor; }
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@@ -179,7 +179,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Serialize(false, false, description: "If enabled, the component will ignore continuous signals received in the toggle input (i.e. a continuous signal will only toggle it once).")]
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[Serialize(false, IsPropertySaveable.No, description: "If enabled, the component will ignore continuous signals received in the toggle input (i.e. a continuous signal will only toggle it once).")]
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public bool IgnoreContinuousToggle
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{
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get;
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@@ -208,7 +208,7 @@ namespace Barotrauma.Items.Components
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}
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}
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public LightComponent(Item item, XElement element)
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public LightComponent(Item item, ContentXElement element)
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: base(item, element)
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{
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#if CLIENT
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@@ -264,8 +264,6 @@ namespace Barotrauma.Items.Components
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}
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UpdateOnActiveEffects(deltaTime);
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if (powerIn == null && powerConsumption > 0.0f) { Voltage -= deltaTime; }
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#if CLIENT
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Light.ParentSub = item.Submarine;
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#endif
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@@ -284,7 +282,7 @@ namespace Barotrauma.Items.Components
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return;
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}
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currPowerConsumption = powerConsumption;
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//currPowerConsumption = powerConsumption;
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if (Rand.Range(0.0f, 1.0f) < 0.05f && Voltage < Rand.Range(0.0f, MinVoltage))
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{
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#if CLIENT
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