Saving (wip), statuseffect refactoring, multiple character faces
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@@ -14,7 +14,7 @@ using Subsurface.Particles;
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namespace Subsurface
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{
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class Character : Entity, IDamageable
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class Character : Entity, IDamageable, IPropertyObject
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{
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public static List<Character> characterList = new List<Character>();
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@@ -40,12 +40,14 @@ namespace Subsurface
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public byte largeUpdateTimer;
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public readonly Dictionary<string, ObjectProperty> properties;
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public Dictionary<string, ObjectProperty> ObjectProperties
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{
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get { return properties; }
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}
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protected Key selectKeyHit;
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protected Key actionKeyHit;
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protected Key actionKeyDown;
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protected Key secondaryKeyHit;
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protected Key secondaryKeyDown;
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protected Key actionKeyHit, actionKeyDown;
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protected Key secondaryKeyHit, secondaryKeyDown;
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private Item selectedConstruction;
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private Item[] selectedItems;
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@@ -83,6 +85,14 @@ namespace Subsurface
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//which AIstate each sound is for
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private AIController.AiState[] soundStates;
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public string Name
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{
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get
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{
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return speciesName;
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}
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}
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public Inventory Inventory
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{
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get { return inventory; }
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@@ -344,10 +354,10 @@ namespace Subsurface
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animController.FindHull();
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if (info.ID >= 0)
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{
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ID = info.ID;
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}
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//if (info.ID >= 0)
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//{
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// ID = info.ID;
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//}
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characterList.Add(this);
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}
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