(7df498c13) Fixed: Doors being weldable in the tutorial with no access to crowbar or info on how to open shut doors, thus causing the player to get stuck
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+14
@@ -126,6 +126,20 @@ namespace Barotrauma.Tutorials
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idCard.AddTag("com");
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idCard.AddTag("com");
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idCard.AddTag("eng");
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idCard.AddTag("eng");
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List<Entity> entities = Entity.GetEntityList();
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for (int i = 0; i < entities.Count; i++)
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{
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if (entities[i] is Item)
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{
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Door door = (entities[i] as Item).GetComponent<Door>();
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if (door != null)
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{
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door.CanBeWelded = false;
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}
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}
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}
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tutorialCoroutine = CoroutineManager.StartCoroutine(UpdateState());
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tutorialCoroutine = CoroutineManager.StartCoroutine(UpdateState());
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}
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}
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@@ -74,7 +74,7 @@ namespace Barotrauma.Sounds
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public override SoundChannel Play()
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public override SoundChannel Play()
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{
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{
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return Play(0.5f);
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return Play(1.0f);
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}
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}
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public override int FillStreamBuffer(int samplePos, short[] buffer)
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public override int FillStreamBuffer(int samplePos, short[] buffer)
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@@ -59,6 +59,8 @@ namespace Barotrauma.Items.Components
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get { return item.GetComponent<Repairable>()?.ShowRepairUIThreshold ?? 0.0f; }
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get { return item.GetComponent<Repairable>()?.ShowRepairUIThreshold ?? 0.0f; }
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}
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}
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public bool CanBeWelded = true;
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private float stuck;
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private float stuck;
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[Serialize(0.0f, false)]
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[Serialize(0.0f, false)]
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public float Stuck
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public float Stuck
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@@ -66,7 +68,7 @@ namespace Barotrauma.Items.Components
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get { return stuck; }
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get { return stuck; }
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set
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set
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{
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{
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if (isOpen || isBroken) return;
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if (isOpen || isBroken || !CanBeWelded) return;
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stuck = MathHelper.Clamp(value, 0.0f, 100.0f);
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stuck = MathHelper.Clamp(value, 0.0f, 100.0f);
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if (stuck <= 0.0f) isStuck = false;
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if (stuck <= 0.0f) isStuck = false;
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if (stuck >= 100.0f) isStuck = true;
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if (stuck >= 100.0f) isStuck = true;
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@@ -427,6 +427,7 @@ namespace Barotrauma.Items.Components
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{
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{
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if (target is Door door)
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if (target is Door door)
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{
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{
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if (!door.CanBeWelded) continue;
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for (int i = 0; i < effect.propertyNames.Length; i++)
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for (int i = 0; i < effect.propertyNames.Length; i++)
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{
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{
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string propertyName = effect.propertyNames[i];
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string propertyName = effect.propertyNames[i];
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