v1.0.20.1 (summer patch)
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@@ -173,6 +173,8 @@ namespace Barotrauma.Items.Components
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set
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{
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lightColor = value;
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//reset previously received signal to force updating the color if we receive a set_color signal after the color has been modified manually
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prevColorSignal = string.Empty;
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#if CLIENT
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if (Light != null)
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{
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@@ -249,6 +251,11 @@ namespace Barotrauma.Items.Components
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base.OnItemLoaded();
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SetLightSourceState(IsActive, lightBrightness);
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turret = item.GetComponent<Turret>();
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if (item.body != null)
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{
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item.body.FarseerBody.OnEnabled += CheckIfNeedsUpdate;
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item.body.FarseerBody.OnDisabled += CheckIfNeedsUpdate;
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}
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#if CLIENT
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Drawable = AlphaBlend && Light.LightSprite != null;
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if (Screen.Selected.IsEditor)
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@@ -277,15 +284,24 @@ namespace Barotrauma.Items.Components
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return;
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}
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if (item.body == null && powerConsumption <= 0.0f && Parent == null && turret == null &&
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if ((item.body == null || !item.body.Enabled) &&
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powerConsumption <= 0.0f && Parent == null && turret == null &&
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(statusEffectLists == null || !statusEffectLists.ContainsKey(ActionType.OnActive)) &&
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(IsActiveConditionals == null || IsActiveConditionals.Count == 0))
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{
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lightBrightness = 1.0f;
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SetLightSourceState(true, lightBrightness);
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if (item.body != null && !item.body.Enabled)
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{
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lightBrightness = 0.0f;
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SetLightSourceState(false, 0.0f);
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}
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else
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{
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lightBrightness = 1.0f;
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SetLightSourceState(true, lightBrightness);
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}
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isOn = true;
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SetLightSourceTransformProjSpecific();
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base.IsActive = false;
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isOn = true;
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#if CLIENT
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Light.ParentSub = item.Submarine;
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#endif
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