Water dustparticle fixes, random variation in background color, submarine is automatically moved to origo when loading, configuring a fabricable item with no material requirements doesn't throw an error, AI characters can't open doors if in handcuffs, engines can be picked through doors
This commit is contained in:
@@ -29,11 +29,15 @@ namespace Barotrauma.Items.Components
|
||||
return;
|
||||
}
|
||||
|
||||
RequiredItems = new List<Tuple<ItemPrefab, int>>();
|
||||
RequiredTime = ToolBox.GetAttributeFloat(element, "requiredtime", 1.0f);
|
||||
|
||||
RequiredItems = new List<Tuple<ItemPrefab, int>>();
|
||||
|
||||
string[] requiredItemNames = ToolBox.GetAttributeString(element, "requireditems", "").Split(',');
|
||||
foreach (string requiredItemName in requiredItemNames)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(requiredItemName)) continue;
|
||||
|
||||
ItemPrefab requiredItem = ItemPrefab.list.Find(ip => ip.Name.ToLower() == requiredItemName.Trim().ToLower()) as ItemPrefab;
|
||||
if (requiredItem == null)
|
||||
{
|
||||
@@ -57,7 +61,6 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
}
|
||||
|
||||
RequiredTime = ToolBox.GetAttributeFloat(element, "requiredtime", 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user