Merge pull request #123 from Crystalwarrior/syringeGun
Syringe gun + projectile tweaks + several status effects/item components tweaks
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@@ -265,7 +265,7 @@ namespace Barotrauma
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{
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SerializableProperty property;
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if (!target.SerializableProperties.TryGetValue(propertyNames[i], out property)) continue;
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if (target == null || target.SerializableProperties == null || !target.SerializableProperties.TryGetValue(propertyNames[i], out property)) continue;
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if (duration > 0.0f)
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{
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@@ -114,6 +114,18 @@ namespace Barotrauma
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NewMessage("The code words are: " + traitorManager.codeWords + ", response: " + traitorManager.codeResponse + ".", Color.Cyan);
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}));
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commands.Add(new Command("itemlist", "itemlist: List all the item prefabs available for spawning.", (string[] args) =>
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{
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NewMessage("***************", Color.Cyan);
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foreach (MapEntityPrefab ep in MapEntityPrefab.List)
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{
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var itemPrefab = ep as ItemPrefab;
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if (itemPrefab == null || itemPrefab.Name == null) continue;
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NewMessage("- " + itemPrefab.Name, Color.Cyan);
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}
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NewMessage("***************", Color.Cyan);
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}));
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commands.Add(new Command("createfilelist", "", (string[] args) =>
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{
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UpdaterUtil.SaveFileList("filelist.xml");
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@@ -237,6 +237,7 @@ namespace Barotrauma.Items.Components
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}
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AttackResult attackResult = new AttackResult();
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Character character = null;
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if (attack != null)
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{
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var submarine = target.Body.UserData as Submarine;
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@@ -248,11 +249,13 @@ namespace Barotrauma.Items.Components
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return true;
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}
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Limb limb;
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Limb limb = target.Body.UserData as Limb;
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Structure structure;
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if ((limb = (target.Body.UserData as Limb)) != null)
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if (limb != null)
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{
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attackResult = attack.DoDamageToLimb(User, limb, item.WorldPosition, 1.0f);
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if (limb.character != null)
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character = limb.character;
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}
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else if ((structure = (target.Body.UserData as Structure)) != null)
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{
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@@ -260,8 +263,8 @@ namespace Barotrauma.Items.Components
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}
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}
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ApplyStatusEffects(ActionType.OnUse, 1.0f);
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ApplyStatusEffects(ActionType.OnImpact, 1.0f);
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ApplyStatusEffects(ActionType.OnUse, 1.0f, character);
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ApplyStatusEffects(ActionType.OnImpact, 1.0f, character);
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IsActive = false;
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@@ -306,7 +309,7 @@ namespace Barotrauma.Items.Components
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{
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contained.SetTransform(item.SimPosition, contained.body.Rotation);
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}
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contained.Condition = 0.0f;
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//contained.Condition = 0.0f; //Let the freaking .xml handle it jeez
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}
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}
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