Release v0.15.13.0
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@@ -26,6 +26,7 @@ namespace Barotrauma
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public readonly Inventory Inventory;
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public readonly Submarine Submarine;
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public readonly float Condition;
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public readonly int Quality;
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public bool SpawnIfInventoryFull = true;
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public bool IgnoreLimbSlots = false;
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@@ -33,28 +34,31 @@ namespace Barotrauma
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private readonly Action<Item> onSpawned;
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public ItemSpawnInfo(ItemPrefab prefab, Vector2 worldPosition, Action<Item> onSpawned, float? condition = null)
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public ItemSpawnInfo(ItemPrefab prefab, Vector2 worldPosition, Action<Item> onSpawned, float? condition = null, int? quality = null)
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{
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Prefab = prefab ?? throw new ArgumentException("ItemSpawnInfo prefab cannot be null.");
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Position = worldPosition;
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Condition = condition ?? prefab.Health;
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Quality = quality ?? 0;
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this.onSpawned = onSpawned;
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}
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public ItemSpawnInfo(ItemPrefab prefab, Vector2 position, Submarine sub, Action<Item> onSpawned, float? condition = null)
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public ItemSpawnInfo(ItemPrefab prefab, Vector2 position, Submarine sub, Action<Item> onSpawned, float? condition = null, int? quality = null)
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{
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Prefab = prefab ?? throw new ArgumentException("ItemSpawnInfo prefab cannot be null.");
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Position = position;
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Submarine = sub;
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Condition = condition ?? prefab.Health;
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Quality = quality ?? 0;
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this.onSpawned = onSpawned;
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}
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public ItemSpawnInfo(ItemPrefab prefab, Inventory inventory, Action<Item> onSpawned, float? condition = null)
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public ItemSpawnInfo(ItemPrefab prefab, Inventory inventory, Action<Item> onSpawned, float? condition = null, int? quality = null)
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{
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Prefab = prefab ?? throw new ArgumentException("ItemSpawnInfo prefab cannot be null.");
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Inventory = inventory;
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Condition = condition ?? prefab.Health;
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Quality = quality ?? 0;
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this.onSpawned = onSpawned;
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}
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@@ -73,7 +77,8 @@ namespace Barotrauma
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}
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spawnedItem = new Item(Prefab, Vector2.Zero, null)
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{
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Condition = Condition
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Condition = Condition,
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Quality = Quality
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};
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var slot = Slot != InvSlotType.None ? Slot.ToEnumerable() : spawnedItem.AllowedSlots;
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if (!Inventory.Owner.Removed && !Inventory.TryPutItem(spawnedItem, null, slot))
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@@ -94,7 +99,11 @@ namespace Barotrauma
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}
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else
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{
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spawnedItem = new Item(Prefab, Position, Submarine);
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spawnedItem = new Item(Prefab, Position, Submarine)
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{
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Condition = Condition,
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Quality = Quality
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};
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}
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return spawnedItem;
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}
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@@ -241,7 +250,7 @@ namespace Barotrauma
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return "EntitySpawner";
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}
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public void AddToSpawnQueue(ItemPrefab itemPrefab, Vector2 worldPosition, float? condition = null, Action<Item> onSpawned = null)
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public void AddToSpawnQueue(ItemPrefab itemPrefab, Vector2 worldPosition, float? condition = null, int? quality = null, Action<Item> onSpawned = null)
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{
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
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if (itemPrefab == null)
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@@ -251,10 +260,10 @@ namespace Barotrauma
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GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue1:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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return;
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}
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spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, worldPosition, onSpawned, condition));
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spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, worldPosition, onSpawned, condition, quality));
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}
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public void AddToSpawnQueue(ItemPrefab itemPrefab, Vector2 position, Submarine sub, float? condition = null, Action<Item> onSpawned = null)
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public void AddToSpawnQueue(ItemPrefab itemPrefab, Vector2 position, Submarine sub, float? condition = null, int? quality = null, Action<Item> onSpawned = null)
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{
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
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if (itemPrefab == null)
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@@ -264,10 +273,10 @@ namespace Barotrauma
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GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue2:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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return;
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}
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spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, position, sub, onSpawned, condition));
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spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, position, sub, onSpawned, condition, quality));
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}
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public void AddToSpawnQueue(ItemPrefab itemPrefab, Inventory inventory, float? condition = null, Action<Item> onSpawned = null, bool spawnIfInventoryFull = true, bool ignoreLimbSlots = false, InvSlotType slot = InvSlotType.None)
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public void AddToSpawnQueue(ItemPrefab itemPrefab, Inventory inventory, float? condition = null, int? quality = null, Action<Item> onSpawned = null, bool spawnIfInventoryFull = true, bool ignoreLimbSlots = false, InvSlotType slot = InvSlotType.None)
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{
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
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if (itemPrefab == null)
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@@ -277,7 +286,7 @@ namespace Barotrauma
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GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue3:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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return;
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}
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spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, inventory, onSpawned, condition)
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spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, inventory, onSpawned, condition, quality)
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{
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SpawnIfInventoryFull = spawnIfInventoryFull,
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IgnoreLimbSlots = ignoreLimbSlots,
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@@ -395,10 +404,6 @@ namespace Barotrauma
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{
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CreateNetworkEventProjSpecific(spawnedEntity, false);
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}
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if (spawnedEntity is Item item)
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{
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item.Condition = ((ItemSpawnInfo)entitySpawnInfo).Condition;
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}
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entitySpawnInfo.OnSpawned(spawnedEntity);
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}
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}
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