Release 1.11.5.0 - Winter Update 2025 Hotfix 1
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@@ -440,13 +440,14 @@ namespace Barotrauma
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if (Identifier == Tags.DeconstructThis && item.AllowDeconstruct)
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{
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if (item.AllowDeconstruct && !Item.DeconstructItems.Contains(item) &&
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//only allow deconstructing if there are deconstruction recipes that
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if (item.AllowDeconstruct && !Item.DeconstructItems.Contains(item) &&
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//only allow deconstructing if there are no deconstruction recipes (= deconstructing yields nothing), or deconstruction recipes that
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(item.Prefab.DeconstructItems.None() ||
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item.Prefab.DeconstructItems.Any(deconstructItem =>
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//1. don't require any additional items (bots can't handle that)
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deconstructItem.RequiredOtherItem.None() &&
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//2. don't require a research station (bots don't know how to use those)
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(deconstructItem.RequiredDeconstructor.Length == 0 || deconstructItem.RequiredDeconstructor.Any(d => d != Tags.GeneticResearchStation))))
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(deconstructItem.RequiredDeconstructor.Length == 0 || deconstructItem.RequiredDeconstructor.Any(d => d != Tags.GeneticResearchStation)))))
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{
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return true;
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}
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@@ -624,9 +624,9 @@ namespace Barotrauma
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{
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get
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{
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if (IsPet)
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if (IsPet && AIController is EnemyAIController { PetBehavior: { } petBehavior })
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{
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string petName = (AIController as EnemyAIController).PetBehavior.GetTagName();
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string petName = petBehavior.GetTagName();
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if (!string.IsNullOrEmpty(petName)) { return petName; }
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}
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@@ -311,7 +311,7 @@ namespace Barotrauma
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if (Character.AnimController.Limbs.None(l => l.HealthIndex == i))
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{
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DebugConsole.AddWarning(
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$"Potential error in character {Character.DisplayName}: none of the limbs have been set to use the LimbHealth #{i}, and it will do nothing. "
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$"Potential error in character \"{Character.Prefab.Identifier}\": none of the limbs have been set to use the LimbHealth #{i}, and it will do nothing. "
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+ "Did you forget to set the HealthIndex values of the limbs?", contentPackage: Character.ContentPackage);
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}
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}
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@@ -1,8 +1,9 @@
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#nullable enable
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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@@ -142,7 +143,7 @@ namespace Barotrauma
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Vector2 drawPos = Position;
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drawPos.Y = -drawPos.Y;
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foreach (var c in Connectors)
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foreach (var c in Connectors.OrderBy(static c => c.Connection.DisplayOrder))
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{
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bool isOutput = c.IsOutput;
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@@ -462,18 +462,18 @@ namespace Barotrauma
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}
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private float impactTolerance;
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[Serialize(0.0f, IsPropertySaveable.No), ConditionallyEditable(ConditionallyEditable.ConditionType.ReceivesSubmarineImpacts, MinValueFloat = 0, MaxValueFloat = 100)]
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[Serialize(0.0f, IsPropertySaveable.Yes), ConditionallyEditable(ConditionallyEditable.ConditionType.ReceivesSubmarineImpacts, MinValueFloat = 0, MaxValueFloat = 100)]
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public float ImpactTolerance
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{
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get { return impactTolerance; }
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set { impactTolerance = Math.Max(value, 0.0f); }
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}
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[Serialize(0.0f, IsPropertySaveable.No, description: "The amount of damage the item takes from impacts. Acts as a multiplier on the strength of the impact. Note that ImpactTolerance must be set for impacts to register."),
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[Serialize(0.0f, IsPropertySaveable.Yes, description: "The amount of damage the item takes from impacts. Acts as a multiplier on the strength of the impact. Note that ImpactTolerance must be set for impacts to register."),
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ConditionallyEditable(ConditionallyEditable.ConditionType.ReceivesSubmarineImpacts, MinValueFloat = 0, MaxValueFloat = 100)]
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public float ImpactDamage { get; set; }
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[Serialize(1.0f, IsPropertySaveable.No, description: "Probability for impacts to register. Defaults to 1. Note that ImpactTolerance must also be set for impacts to register."),
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[Serialize(1.0f, IsPropertySaveable.Yes, description: "Probability for impacts to register. Defaults to 1. Note that ImpactTolerance must also be set for impacts to register."),
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ConditionallyEditable(ConditionallyEditable.ConditionType.ReceivesSubmarineImpacts, MinValueFloat = 0, MaxValueFloat = 1)]
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public float ImpactDamageProbability { get; set; }
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