Fixed flare lightcomponent staying active after the flare burns out, OnActive statuseffects are applied to lightcomponents even if the item is inside an inventory/container (= flares won't stop burning if placed back to inventory)
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@@ -266,14 +266,15 @@
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<Throwable slots="Any,RightHand,LeftHand" holdpos="0,0" handle1="0,0" throwforce="4.0" aimpos="35,-10"/>
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<Throwable slots="Any,RightHand,LeftHand" holdpos="0,0" handle1="0,0" throwforce="4.0" aimpos="35,-10"/>
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<LightComponent LightColor="1.0,0.0,0.0,1.0" Flicker="0.5" range="600" IsOn="false">
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<LightComponent LightColor="1.0,0.0,0.0,1.0" Flicker="0.5" range="600" IsOn="false">
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<sprite texture="Content/Lights/light.png" sourcerect="33,0,31,39"/>
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<StatusEffect type="OnUse" target="This" IsOn="true"/>
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<StatusEffect type="OnUse" target="This" IsOn="true"/>
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<StatusEffect type="OnActive" target="This" Condition="-0.5">
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<StatusEffect type="OnActive" target="This" Condition="-5.0">
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<ParticleEmitter particle="flare"/>
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<ParticleEmitter particle="flare"/>
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<ParticleEmitter particle="bubbles"/>
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<ParticleEmitter particle="bubbles"/>
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</StatusEffect>
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</StatusEffect>
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<StatusEffect type="OnBroken" target="This" IsOn="false"/>
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<sound file="flare.ogg" type="OnActive" range="800.0" loop="true"/>
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<sound file="flare.ogg" type="OnActive" range="800.0" loop="true"/>
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</LightComponent>
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</LightComponent>
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</Item>
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</Item>
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@@ -123,6 +123,8 @@ namespace Barotrauma.Items.Components
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light.Submarine = item.Submarine;
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light.Submarine = item.Submarine;
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ApplyStatusEffects(ActionType.OnActive, deltaTime);
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if (item.Container != null)
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if (item.Container != null)
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{
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{
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light.Color = Color.Transparent;
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light.Color = Color.Transparent;
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@@ -158,8 +160,6 @@ namespace Barotrauma.Items.Components
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else
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else
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{
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{
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lightBrightness = MathHelper.Lerp(lightBrightness, Math.Min(voltage, 1.0f), 0.1f);
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lightBrightness = MathHelper.Lerp(lightBrightness, Math.Min(voltage, 1.0f), 0.1f);
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ApplyStatusEffects(ActionType.OnActive, deltaTime);
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}
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}
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light.Color = lightColor * lightBrightness * (1.0f-Rand.Range(0.0f,Flicker));
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light.Color = lightColor * lightBrightness * (1.0f-Rand.Range(0.0f,Flicker));
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