(1762f02b3) Merge branch 'dev' into human-ai
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@@ -71,8 +71,10 @@ namespace Barotrauma.Items.Components
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var targetItem = inputContainer.Inventory.Items.LastOrDefault(i => i != null);
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if (targetItem == null) { return; }
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progressState = Math.Min(progressTimer / targetItem.Prefab.DeconstructTime, 1.0f);
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if (progressTimer > targetItem.Prefab.DeconstructTime)
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float deconstructTime = targetItem.Prefab.DeconstructItems.Any() ? targetItem.Prefab.DeconstructTime : 1.0f;
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progressState = Math.Min(progressTimer / deconstructTime, 1.0f);
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if (progressTimer > deconstructTime)
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{
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foreach (DeconstructItem deconstructProduct in targetItem.Prefab.DeconstructItems)
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{
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@@ -100,10 +102,13 @@ namespace Barotrauma.Items.Components
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}
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}
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inputContainer.Inventory.RemoveItem(targetItem);
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Entity.Spawner.AddToRemoveQueue(targetItem);
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MoveInputQueue();
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PutItemsToLinkedContainer();
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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Entity.Spawner.AddToRemoveQueue(targetItem);
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MoveInputQueue();
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PutItemsToLinkedContainer();
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}
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if (inputContainer.Inventory.Items.Any(i => i != null))
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{
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@@ -473,6 +473,8 @@ namespace Barotrauma.Items.Components
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{
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return false; }
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IsActive = true;
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float degreeOfSuccess = DegreeOfSuccess(character);
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//characters with insufficient skill levels don't refuel the reactor
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@@ -328,6 +328,19 @@ namespace Barotrauma.Items.Components
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return true;
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}
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public override void OnItemLoaded()
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{
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sonar = item.GetComponent<Sonar>();
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}
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public override bool Select(Character character)
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{
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if (!CanBeSelected) return false;
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user = character;
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return true;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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networkUpdateTimer -= deltaTime;
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