7cc231b...69487a2
commit 69487a2a8596ac24252c12624b40b7ad7a06edb5 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Mar 20 15:50:44 2019 +0200 Fixed TargetItemComponentName comparisons in StatusEffect conditionals. Closes #1307 commit 8568bbce1a6d7d809e8e7a63509850387d6d2b91 Merge: b4bd00925 481755c1b Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Mar 20 15:46:12 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev commit b4bd0092566cb31239bc8c585d98f4949fdc57b1 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Mar 20 15:45:48 2019 +0200 Reinstate equipped item overrides for all item component instances. commit 481755c1b636794886a38f8503b801df89eeee7e Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Mar 20 15:37:55 2019 +0200 Don't create network events in the LightComponent.IsOn setter if the round hasn't started (= when loading a game and initializing the items)
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@@ -77,7 +77,7 @@ namespace Barotrauma.Items.Components
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IsActive = value;
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#if SERVER
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if (GameMain.Server != null) item.CreateServerEvent(this);
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if (GameMain.Server != null && GameMain.Server.GameStarted) { item.CreateServerEvent(this); }
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#endif
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}
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}
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