(a00338777) v0.9.2.1
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@@ -82,13 +82,14 @@ namespace Barotrauma.Items.Components
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}
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}
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#endif
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if (AITarget != null) AITarget.Enabled = value;
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isActive = value;
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}
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}
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private bool drawable = true;
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public List<PropertyConditional> IsActiveConditionals;
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public bool Drawable
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{
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get { return drawable; }
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@@ -208,11 +209,6 @@ namespace Barotrauma.Items.Components
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set;
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}
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public AITarget AITarget
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{
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get;
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private set;
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}
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/// <summary>
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/// How useful the item is in combat? Used by AI to decide which item it should use as a weapon. For the sake of clarity, use a value between 0 and 100 (not enforced).
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@@ -267,6 +263,15 @@ namespace Barotrauma.Items.Components
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "activeconditional":
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case "isactive":
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IsActiveConditionals = IsActiveConditionals ?? new List<PropertyConditional>();
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foreach (XAttribute attribute in subElement.Attributes())
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{
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if (attribute.Name.ToString().ToLowerInvariant() == "targetitemcomponent") { continue; }
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IsActiveConditionals.Add(new PropertyConditional(attribute));
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}
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break;
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case "requireditem":
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case "requireditems":
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RelatedItem ri = RelatedItem.Load(subElement, item.Name);
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@@ -308,12 +313,6 @@ namespace Barotrauma.Items.Components
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effectList.Add(statusEffect);
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break;
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case "aitarget":
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AITarget = new AITarget(item, subElement)
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{
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Enabled = isActive
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};
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break;
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default:
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if (LoadElemProjSpecific(subElement)) break;
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@@ -474,12 +473,6 @@ namespace Barotrauma.Items.Components
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delayedCorrectionCoroutine = null;
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}
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if (AITarget != null)
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{
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AITarget.Remove();
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AITarget = null;
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}
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RemoveComponentSpecific();
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}
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@@ -496,11 +489,6 @@ namespace Barotrauma.Items.Components
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loopingSoundChannel = null;
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}
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#endif
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if (AITarget != null)
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{
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AITarget.Remove();
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AITarget = null;
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}
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ShallowRemoveComponentSpecific();
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}
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@@ -788,6 +776,7 @@ namespace Barotrauma.Items.Components
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public virtual void Reset()
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{
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SerializableProperties = SerializableProperty.DeserializeProperties(this, originalElement);
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if (this is Pickable) { canBePicked = true; }
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ParseMsg();
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OverrideRequiredItems(originalElement);
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}
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