(f417b026f) Fetched: Changes for playing video tutorial from local branch
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@@ -208,9 +208,8 @@ namespace Barotrauma.Items.Components
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public ItemComponent(Item item, XElement element)
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{
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this.item = item;
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originalElement = element;
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name = element.Name.ToString();
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SerializableProperties = SerializableProperty.GetProperties(this);
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properties = SerializableProperty.GetProperties(this);
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requiredItems = new Dictionary<RelatedItem.RelationType, List<RelatedItem>>();
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requiredSkills = new List<Skill>();
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@@ -244,9 +243,18 @@ namespace Barotrauma.Items.Components
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DebugConsole.ThrowError("Invalid pick key in " + element + "!", e);
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}
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SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
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ParseMsg();
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properties = SerializableProperty.DeserializeProperties(this, element);
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#if CLIENT
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string msg = TextManager.Get(Msg, true);
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if (msg != null)
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{
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foreach (InputType inputType in Enum.GetValues(typeof(InputType)))
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{
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msg = msg.Replace("[" + inputType.ToString().ToLowerInvariant() + "]", GameMain.Config.KeyBind(inputType).ToString());
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}
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Msg = msg;
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}
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#endif
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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@@ -534,6 +542,7 @@ namespace Barotrauma.Items.Components
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GameAnalyticsManager.AddErrorEventOnce("ItemComponent.DegreeOfSuccess:CharacterNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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return 0.0f;
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}
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float average = skillSuccessSum / requiredSkills.Count;
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float skillSuccessSum = 0.0f;
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for (int i = 0; i < requiredSkills.Count; i++)
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@@ -622,11 +631,53 @@ namespace Barotrauma.Items.Components
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public virtual void Load(XElement componentElement)
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{
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if (componentElement == null) return;
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foreach (XAttribute attribute in componentElement.Attributes())
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{
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if (!SerializableProperties.TryGetValue(attribute.Name.ToString().ToLowerInvariant(), out SerializableProperty property)) continue;
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if (!properties.TryGetValue(attribute.Name.ToString().ToLowerInvariant(), out SerializableProperty property)) continue;
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property.TrySetValue(this, attribute.Value);
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}
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#if CLIENT
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string msg = TextManager.Get(Msg, true);
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if (msg != null)
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{
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foreach (InputType inputType in Enum.GetValues(typeof(InputType)))
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{
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msg = msg.Replace("[" + inputType.ToString().ToLowerInvariant() + "]", GameMain.Config.KeyBind(inputType).ToString());
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}
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Msg = msg;
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}
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#endif
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var prevRequiredItems = new Dictionary<RelatedItem.RelationType, List<RelatedItem>>(requiredItems);
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bool overrideRequiredItems = false;
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foreach (XElement subElement in componentElement.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "requireditem":
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if (!overrideRequiredItems) requiredItems.Clear();
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overrideRequiredItems = true;
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RelatedItem newRequiredItem = RelatedItem.Load(subElement, item.Name);
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if (newRequiredItem == null) continue;
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var prevRequiredItem = prevRequiredItems.ContainsKey(newRequiredItem.Type) ?
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prevRequiredItems[newRequiredItem.Type].Find(ri => ri.JoinedIdentifiers == newRequiredItem.JoinedIdentifiers) : null;
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if (prevRequiredItem != null)
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{
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newRequiredItem.statusEffects = prevRequiredItem.statusEffects;
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newRequiredItem.Msg = prevRequiredItem.Msg;
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}
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if (!requiredItems.ContainsKey(newRequiredItem.Type))
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{
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requiredItems[newRequiredItem.Type] = new List<RelatedItem>();
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}
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requiredItems[newRequiredItem.Type].Add(newRequiredItem);
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break;
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}
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}
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ParseMsg();
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OverrideRequiredItems(componentElement);
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}
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