Unstable 0.16.2.0
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@@ -300,7 +300,7 @@ namespace Barotrauma.Items.Components
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}
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}
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GameAnalyticsManager.AddDesignEvent("ItemDeconstructed:" + (GameMain.GameSession?.GameMode?.Name ?? "none") + ":" + targetItem.prefab.Identifier);
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GameAnalyticsManager.AddDesignEvent("ItemDeconstructed:" + (GameMain.GameSession?.GameMode?.Preset.Identifier ?? "none") + ":" + targetItem.prefab.Identifier);
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if (targetItem.AllowDeconstruct && allowRemove)
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{
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@@ -112,7 +112,7 @@ namespace Barotrauma.Items.Components
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prevVoltage = Voltage;
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hasPower = Voltage > MinVoltage;
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Force = MathHelper.Lerp(force, (Voltage < MinVoltage) ? 0.0f : targetForce, 0.1f);
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Force = MathHelper.Lerp(force, (Voltage < MinVoltage) ? 0.0f : targetForce, deltaTime * 10.0f);
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if (Math.Abs(Force) > 1.0f)
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{
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float voltageFactor = MinVoltage <= 0.0f ? 1.0f : Math.Min(Voltage, 1.0f);
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@@ -137,18 +137,19 @@ namespace Barotrauma.Items.Components
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currForce *= MathHelper.Lerp(0.5f, 2.0f, condition);
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if (item.Submarine.FlippedX) { currForce *= -1; }
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Vector2 forceVector = new Vector2(currForce, 0);
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item.Submarine.ApplyForce(forceVector);
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item.Submarine.ApplyForce(forceVector * deltaTime * Timing.FixedUpdateRate);
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UpdatePropellerDamage(deltaTime);
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#if CLIENT
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particleTimer -= deltaTime;
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if (particleTimer <= 0.0f)
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float particleInterval = 1.0f / particlesPerSec;
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particleTimer += deltaTime;
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while (particleTimer > particleInterval)
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{
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Vector2 particleVel = -forceVector.ClampLength(5000.0f) / 5.0f;
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GameMain.ParticleManager.CreateParticle("bubbles", item.WorldPosition + PropellerPos * item.Scale,
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particleVel * Rand.Range(0.9f, 1.1f),
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particleVel * Rand.Range(0.8f, 1.1f),
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0.0f, item.CurrentHull);
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particleTimer = 1.0f / particlesPerSec;
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}
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particleTimer -= particleInterval;
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}
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#endif
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}
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}
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@@ -397,7 +397,7 @@ namespace Barotrauma.Items.Components
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for (int i = 0; i < (int)fabricationitemAmount.Value; i++)
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{
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float outCondition = fabricatedItem.OutCondition;
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GameAnalyticsManager.AddDesignEvent("ItemFabricated:" + (GameMain.GameSession?.GameMode?.Name ?? "none") + ":" + fabricatedItem.TargetItem.Identifier);
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GameAnalyticsManager.AddDesignEvent("ItemFabricated:" + (GameMain.GameSession?.GameMode?.Preset.Identifier ?? "none") + ":" + fabricatedItem.TargetItem.Identifier);
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if (i < amountFittingContainer)
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{
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Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, outputContainer.Inventory, fabricatedItem.TargetItem.Health * outCondition, quality,
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@@ -103,7 +103,20 @@ namespace Barotrauma.Items.Components
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if (TargetLevel != null)
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{
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float hullPercentage = 0.0f;
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if (item.CurrentHull != null) { hullPercentage = (item.CurrentHull.WaterVolume / item.CurrentHull.Volume) * 100.0f; }
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if (item.CurrentHull != null)
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{
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float hullWaterVolume = item.CurrentHull.WaterVolume;
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float totalHullVolume = item.CurrentHull.Volume;
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foreach (var linked in item.CurrentHull.linkedTo)
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{
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if ((linked is Hull linkedHull))
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{
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hullWaterVolume += linkedHull.WaterVolume;
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totalHullVolume += linkedHull.Volume;
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}
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}
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hullPercentage = hullWaterVolume / totalHullVolume * 100.0f;
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}
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FlowPercentage = ((float)TargetLevel - hullPercentage) * 10.0f;
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}
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@@ -131,8 +144,8 @@ namespace Barotrauma.Items.Components
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//less effective when in a bad condition
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currFlow *= MathHelper.Lerp(0.5f, 1.0f, item.Condition / item.MaxCondition);
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item.CurrentHull.WaterVolume += currFlow;
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if (item.CurrentHull.WaterVolume > item.CurrentHull.Volume) { item.CurrentHull.Pressure += 0.5f; }
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item.CurrentHull.WaterVolume += currFlow * deltaTime * Timing.FixedUpdateRate;
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if (item.CurrentHull.WaterVolume > item.CurrentHull.Volume) { item.CurrentHull.Pressure += 30.0f * deltaTime; }
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Voltage -= deltaTime;
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}
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