Unstable 0.15.15.0 (and the one before it I forgor)
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@@ -175,12 +175,12 @@ namespace Barotrauma
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}
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}
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float displayCondition = FakeBroken ? 0.0f : condition;
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float displayCondition = FakeBroken ? 0.0f : ConditionPercentage;
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for (int i = 0; i < Prefab.BrokenSprites.Count;i++)
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{
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if (Prefab.BrokenSprites[i].FadeIn) { continue; }
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float minCondition = i > 0 ? Prefab.BrokenSprites[i - i].MaxCondition : 0.0f;
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if (displayCondition <= minCondition || displayCondition <= Prefab.BrokenSprites[i].MaxCondition)
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float minCondition = i > 0 ? Prefab.BrokenSprites[i - i].MaxConditionPercentage : 0.0f;
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if (displayCondition <= minCondition || displayCondition <= Prefab.BrokenSprites[i].MaxConditionPercentage)
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{
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activeSprite = Prefab.BrokenSprites[i].Sprite;
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break;
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@@ -284,8 +284,8 @@ namespace Barotrauma
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{
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if (Prefab.BrokenSprites[i].FadeIn)
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{
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float min = i > 0 ? Prefab.BrokenSprites[i - i].MaxCondition : 0.0f;
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float max = Prefab.BrokenSprites[i].MaxCondition;
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float min = i > 0 ? Prefab.BrokenSprites[i - i].MaxConditionPercentage : 0.0f;
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float max = Prefab.BrokenSprites[i].MaxConditionPercentage;
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fadeInBrokenSpriteAlpha = 1.0f - ((displayCondition - min) / (max - min));
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if (fadeInBrokenSpriteAlpha > 0.0f && fadeInBrokenSpriteAlpha <= 1.0f)
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{
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@@ -293,7 +293,7 @@ namespace Barotrauma
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}
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continue;
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}
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if (displayCondition <= Prefab.BrokenSprites[i].MaxCondition)
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if (displayCondition <= Prefab.BrokenSprites[i].MaxConditionPercentage)
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{
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activeSprite = Prefab.BrokenSprites[i].Sprite;
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drawOffset = Prefab.BrokenSprites[i].Offset.ToVector2() * Scale;
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@@ -1632,7 +1632,7 @@ namespace Barotrauma
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{
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item = new Item(itemPrefab, pos, sub, id: itemId)
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{
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SpawnedInOutpost = spawnedInOutpost,
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SpawnedInCurrentOutpost = spawnedInOutpost,
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AllowStealing = allowStealing,
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Quality = quality
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};
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