Release v0.15.13.0
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@@ -202,7 +202,7 @@ namespace Barotrauma.Items.Components
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{
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float percentageHealth = targetItem.Condition / targetItem.MaxCondition;
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if (percentageHealth <= deconstructProduct.MinCondition || percentageHealth > deconstructProduct.MaxCondition) { return; }
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if (percentageHealth < deconstructProduct.MinCondition || percentageHealth > deconstructProduct.MaxCondition) { return; }
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if (!(MapEntityPrefab.Find(null, deconstructProduct.ItemIdentifier) is ItemPrefab itemPrefab))
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{
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@@ -347,22 +347,20 @@ namespace Barotrauma.Items.Components
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float outCondition = fabricatedItem.OutCondition;
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if (i < amountFittingContainer)
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{
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Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, outputContainer.Inventory, fabricatedItem.TargetItem.Health * outCondition,
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Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, outputContainer.Inventory, fabricatedItem.TargetItem.Health * outCondition, quality,
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onSpawned: (Item spawnedItem) =>
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{
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onItemSpawned(spawnedItem, tempUser);
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spawnedItem.Quality = quality;
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//reset the condition in case the max condition is higher than the prefab's due to e.g. quality modifiers
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spawnedItem.Condition = spawnedItem.MaxCondition * outCondition;
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});
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}
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else
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{
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Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, item.Position, item.Submarine, fabricatedItem.TargetItem.Health * outCondition,
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Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, item.Position, item.Submarine, fabricatedItem.TargetItem.Health * outCondition, quality,
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onSpawned: (Item spawnedItem) =>
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{
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onItemSpawned(spawnedItem, tempUser);
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spawnedItem.Quality = quality;
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//reset the condition in case the max condition is higher than the prefab's due to e.g. quality modifiers
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spawnedItem.Condition = spawnedItem.MaxCondition * outCondition;
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});
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