f8b0295...0671290
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@@ -51,6 +51,11 @@ namespace Barotrauma.Items.Components
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public PhysicsBody Body { get; private set; }
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private float RepairThreshold
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{
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get { return item.GetComponent<Repairable>()?.ShowRepairUIThreshold ?? 0.0f; }
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}
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private float stuck;
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[Serialize(0.0f, false)]
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public float Stuck
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@@ -207,7 +212,7 @@ namespace Barotrauma.Items.Components
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public override bool HasRequiredItems(Character character, bool addMessage)
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{
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if (item.Condition <= 0.0f) return true; //For repairing
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if (item.Condition <= RepairThreshold) return true; //For repairing
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//this is a bit pointless atm because if canBePicked is false it won't allow you to do Pick() anyway, however it's still good for future-proofing.
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return requiredItems.Any() ? base.HasRequiredItems(character, addMessage) : canBePicked;
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@@ -215,12 +220,12 @@ namespace Barotrauma.Items.Components
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public override bool Pick(Character picker)
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{
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return item.Condition <= 0.0f ? true : base.Pick(picker);
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return item.Condition <= RepairThreshold ? true : base.Pick(picker);
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}
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public override bool OnPicked(Character picker)
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{
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if (item.Condition <= 0.0f) return true; //repairs
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if (item.Condition <= RepairThreshold) return true; //repairs
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SetState(PredictedState == null ? !isOpen : !PredictedState.Value, false, true); //crowbar function
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#if CLIENT
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@@ -232,7 +237,7 @@ namespace Barotrauma.Items.Components
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public override bool Select(Character character)
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{
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//can only be selected if the item is broken
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return item.Condition <= 0.0f;
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return item.Condition <= RepairThreshold;
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}
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public override void Update(float deltaTime, Camera cam)
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