Unstable v0.10.601.0

This commit is contained in:
Juan Pablo Arce
2020-10-07 10:39:32 -03:00
parent ebe1ce1427
commit 768f516e7c
65 changed files with 743 additions and 139 deletions
@@ -717,11 +717,10 @@ namespace Barotrauma.Items.Components
bool leakFixed = (leak.Open <= 0.0f || leak.Removed) &&
(leak.ConnectedWall == null || leak.ConnectedWall.Sections.Average(s => s.damage) < 1);
if (leakFixed && leak.FlowTargetHull != null)
if (leakFixed && leak.FlowTargetHull?.DisplayName != null)
{
if (!leak.FlowTargetHull.ConnectedGaps.Any(g => !g.IsRoomToRoom && g.Open > 0.0f))
{
{
character.Speak(TextManager.GetWithVariable("DialogLeaksFixed", "[roomname]", leak.FlowTargetHull.DisplayName, true), null, 0.0f, "leaksfixed", 10.0f);
}
else
@@ -146,7 +146,7 @@ namespace Barotrauma.Items.Components
public bool DrawHudWhenEquipped
{
get;
private set;
protected set;
}
[Serialize(false, false, description: "Can the item be selected by interacting with it.")]
@@ -0,0 +1,21 @@
using Barotrauma.Networking;
using System.Xml.Linq;
#if CLIENT
using Microsoft.Xna.Framework.Graphics;
#endif
namespace Barotrauma.Items.Components
{
class NameTag : ItemComponent
{
[InGameEditable, Serialize("", false, description: "Name written on the tag.", alwaysUseInstanceValues: true)]
public string WrittenName { get; set; }
public NameTag(Item item, XElement element) : base(item, element)
{
AllowInGameEditing = true;
DrawHudWhenEquipped = true;
item.EditableWhenEquipped = true;
}
}
}
@@ -1,10 +1,11 @@
using System.Xml.Linq;
using Barotrauma.Networking;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class Terminal : ItemComponent
{
private const int MaxMessageLength = 150;
private const int MaxMessageLength = ChatMessage.MaxLength;
public string DisplayedWelcomeMessage
{