- Renamed a bunch of ObjectProperty-related stuff (ObjectProperty -> SerializableProperty, IPropertyObject -> ISerializableEntity, the "SerializableProperty" attribute -> Serialize).
- Rectangle serialization. - Option to restrict numeric properties to a range of values. - WIP generic ISerializableEntity editor.
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@@ -29,49 +29,49 @@ namespace Barotrauma.Items.Components
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//the angle in which the Character holds the item
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protected float holdAngle;
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[SerializableProperty(false, true)]
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[Serialize(false, true)]
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public bool Attached
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{
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get { return attached && item.ParentInventory == null; }
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set { attached = value; }
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}
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[SerializableProperty(false, false)]
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[Serialize(false, false)]
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public bool ControlPose
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{
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get;
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set;
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}
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[SerializableProperty(false, false)]
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[Serialize(false, false)]
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public bool Attachable
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{
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get { return attachable; }
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set { attachable = value; }
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}
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[SerializableProperty(false, false)]
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[Serialize(false, false)]
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public bool AttachedByDefault
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{
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get { return attachedByDefault; }
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set { attachedByDefault = value; }
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}
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[SerializableProperty("0.0,0.0", false)]
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[Serialize("0.0,0.0", false)]
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public Vector2 HoldPos
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{
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get { return ConvertUnits.ToDisplayUnits(holdPos); }
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set { holdPos = ConvertUnits.ToSimUnits(value); }
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}
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[SerializableProperty("0.0,0.0", false)]
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[Serialize("0.0,0.0", false)]
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public Vector2 AimPos
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{
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get { return ConvertUnits.ToDisplayUnits(aimPos); }
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set { aimPos = ConvertUnits.ToSimUnits(value); }
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}
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[SerializableProperty(0.0f, false)]
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[Serialize(0.0f, false)]
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public float HoldAngle
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{
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get { return MathHelper.ToDegrees(holdAngle); }
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@@ -24,14 +24,14 @@ namespace Barotrauma.Items.Components
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private float reloadTimer;
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[SerializableProperty(0.0f, false)]
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[Serialize(0.0f, false)]
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public float Range
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{
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get { return ConvertUnits.ToDisplayUnits(range); }
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set { range = ConvertUnits.ToSimUnits(value); }
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}
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[SerializableProperty(0.5f, false)]
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[Serialize(0.5f, false)]
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public float Reload
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{
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get { return reload; }
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@@ -22,7 +22,7 @@ namespace Barotrauma.Items.Components
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private UsableIn usableIn;
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[SerializableProperty(0.0f, false)]
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[Serialize(0.0f, false)]
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public float Force
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{
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get { return force; }
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@@ -30,7 +30,7 @@ namespace Barotrauma.Items.Components
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}
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#if CLIENT
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[SerializableProperty("", false)]
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[Serialize("", false)]
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public string Particles
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{
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get { return particles; }
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@@ -13,28 +13,28 @@ namespace Barotrauma.Items.Components
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private Vector2 barrelPos;
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[SerializableProperty("0.0,0.0", false)]
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[Serialize("0.0,0.0", false)]
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public string BarrelPos
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{
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get { return XMLExtensions.Vector2ToString(ConvertUnits.ToDisplayUnits(barrelPos)); }
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set { barrelPos = ConvertUnits.ToSimUnits(XMLExtensions.ParseToVector2(value)); }
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set { barrelPos = ConvertUnits.ToSimUnits(XMLExtensions.ParseVector2(value)); }
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}
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[SerializableProperty(1.0f, false)]
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[Serialize(1.0f, false)]
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public float Reload
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{
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get { return reload; }
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set { reload = Math.Max(value, 0.0f); }
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}
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[SerializableProperty(0.0f, false)]
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[Serialize(0.0f, false)]
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public float Spread
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{
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get;
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set;
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}
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[SerializableProperty(0.0f, false)]
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[Serialize(0.0f, false)]
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public float UnskilledSpread
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{
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get;
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@@ -21,44 +21,44 @@ namespace Barotrauma.Items.Components
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private float activeTimer;
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[SerializableProperty(0.0f, false)]
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[Serialize(0.0f, false)]
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public float Range
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{
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get { return range; }
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set { range = value; }
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}
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[SerializableProperty(0.0f, false)]
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[Serialize(0.0f, false)]
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public float StructureFixAmount
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{
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get; set;
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}
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[SerializableProperty(0.0f, false)]
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[Serialize(0.0f, false)]
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public float LimbFixAmount
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{
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get; set;
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}
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[SerializableProperty(0.0f, false)]
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[Serialize(0.0f, false)]
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public float ExtinquishAmount
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{
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get; set;
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}
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[SerializableProperty("", false)]
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[Serialize("", false)]
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public string Particles
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{
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get { return particles; }
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set { particles = value; }
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}
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[SerializableProperty(0.0f, false)]
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[Serialize(0.0f, false)]
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public float ParticleSpeed
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{
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get; set;
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}
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[SerializableProperty("0.0,0.0", false)]
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[Serialize("0.0,0.0", false)]
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public Vector2 BarrelPos
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{
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get { return barrelPos; }
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@@ -12,7 +12,7 @@ namespace Barotrauma.Items.Components
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bool throwing;
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[SerializableProperty(1.0f, false)]
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[Serialize(1.0f, false)]
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public float ThrowForce
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{
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get { return throwForce; }
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