Merge remote-tracking branch 'origin/master' into dev
# Conflicts: # Barotrauma/BarotraumaClient/ClientSource/DebugConsole.cs # Barotrauma/BarotraumaClient/ClientSource/Events/EventManager.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/CrewManagement.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/MedicalClinicUI.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/Store.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/SubmarineSelection.cs # Barotrauma/BarotraumaClient/ClientSource/GameSession/GameModes/CampaignMode.cs # Barotrauma/BarotraumaClient/ClientSource/GameSession/GameModes/MultiPlayerCampaign.cs # Barotrauma/BarotraumaClient/ClientSource/GameSession/RoundSummary.cs # Barotrauma/BarotraumaClient/ClientSource/Items/Components/Door.cs # Barotrauma/BarotraumaClient/ClientSource/Items/Components/Machines/Fabricator.cs # Barotrauma/BarotraumaClient/ClientSource/Items/Components/Projectile.cs # Barotrauma/BarotraumaClient/ClientSource/Map/Lights/ConvexHull.cs # Barotrauma/BarotraumaClient/ClientSource/Map/Lights/LightManager.cs # Barotrauma/BarotraumaClient/ClientSource/Map/Lights/LightSource.cs # Barotrauma/BarotraumaClient/ClientSource/Map/Structure.cs # Barotrauma/BarotraumaClient/ClientSource/Networking/GameClient.cs # Barotrauma/BarotraumaClient/ClientSource/Networking/Voip/VoipClient.cs # Barotrauma/BarotraumaClient/ClientSource/Networking/Voting.cs # Barotrauma/BarotraumaClient/ClientSource/Screens/ServerListScreen/ServerListScreen.cs # Barotrauma/BarotraumaClient/LinuxClient.csproj # Barotrauma/BarotraumaClient/MacClient.csproj # Barotrauma/BarotraumaClient/WindowsClient.csproj # Barotrauma/BarotraumaServer/LinuxServer.csproj # Barotrauma/BarotraumaServer/MacServer.csproj # Barotrauma/BarotraumaServer/ServerSource/DebugConsole.cs # Barotrauma/BarotraumaServer/ServerSource/GameSession/MedicalClinic.cs # Barotrauma/BarotraumaServer/ServerSource/Items/Inventory.cs # Barotrauma/BarotraumaServer/ServerSource/Networking/GameServer.cs # Barotrauma/BarotraumaServer/ServerSource/Utils/DoSProtection.cs # Barotrauma/BarotraumaServer/WindowsServer.csproj # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/HumanAIController.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/IndoorsSteeringManager.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveContainItem.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveFindSafety.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveGetItem.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveGoTo.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveIdle.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/ShipCommand/ShipIssueWorkerOperateWeapons.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Attack.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Character.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Health/Afflictions/Affliction.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Health/Afflictions/AfflictionPrefab.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Params/CharacterParams.cs # Barotrauma/BarotraumaShared/SharedSource/ContentManagement/ContentPackageManager.cs # Barotrauma/BarotraumaShared/SharedSource/Enums.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/MissionAction.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/NPCChangeTeamAction.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/NPCFollowAction.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/NPCWaitAction.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventManager.cs # Barotrauma/BarotraumaShared/SharedSource/Events/Missions/Mission.cs # Barotrauma/BarotraumaShared/SharedSource/Events/Missions/PirateMission.cs # Barotrauma/BarotraumaShared/SharedSource/Events/Missions/SalvageMission.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/CargoManager.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/Data/Reputation.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/GameModes/CampaignMode.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/GameSession.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Door.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Holdable/LevelResource.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/ItemContainer.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Projectile.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Signal/LightComponent.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Turret.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Item.cs # Barotrauma/BarotraumaShared/SharedSource/Items/ItemPrefab.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Gap.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Levels/Level.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Map/Location.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Map/Map.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Outposts/OutpostGenerator.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Submarine.cs # Barotrauma/BarotraumaShared/SharedSource/Map/SubmarineBody.cs # Barotrauma/BarotraumaShared/SharedSource/Networking/ServerSettings.cs # Barotrauma/BarotraumaShared/SharedSource/Settings/GameSettings.cs # Barotrauma/BarotraumaShared/SharedSource/StatusEffects/PropertyConditional.cs # Barotrauma/BarotraumaShared/SharedSource/StatusEffects/StatusEffect.cs # Barotrauma/BarotraumaShared/changelog.txt
This commit is contained in:
@@ -59,7 +59,7 @@ namespace Barotrauma
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private static Explosion explosionOnBroken;
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#if DEBUG
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[Serialize(false, IsPropertySaveable.Yes), Editable]
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[Serialize(false, IsPropertySaveable.Yes), ConditionallyEditable(ConditionallyEditable.ConditionType.HasBody)]
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#else
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[Serialize(false, IsPropertySaveable.Yes)]
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#endif
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@@ -106,9 +106,11 @@ namespace Barotrauma
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public List<Body> Bodies { get; private set; }
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[Serialize(false, IsPropertySaveable.Yes), ConditionallyEditable(ConditionallyEditable.ConditionType.HasBody)]
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public bool CastShadow
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{
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get { return Prefab.CastShadow; }
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get;
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set;
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}
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public bool IsHorizontal { get; private set; }
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@@ -120,7 +122,7 @@ namespace Barotrauma
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private float? maxHealth;
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[Serialize(100.0f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0)]
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[Serialize(100.0f, IsPropertySaveable.Yes), ConditionallyEditable(ConditionallyEditable.ConditionType.HasBody, MinValueFloat = 0)]
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public float MaxHealth
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{
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get => maxHealth ?? Prefab.Health;
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@@ -191,14 +193,14 @@ namespace Barotrauma
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set { spriteColor = value; }
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}
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[Editable, Serialize(false, IsPropertySaveable.Yes)]
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[ConditionallyEditable(ConditionallyEditable.ConditionType.HasBody), Serialize(false, IsPropertySaveable.Yes)]
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public bool UseDropShadow
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{
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get;
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private set;
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}
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[Editable, Serialize("0,0", IsPropertySaveable.Yes, description: "The position of the drop shadow relative to the structure. If set to zero, the shadow is positioned automatically so that it points towards the sub's center of mass.")]
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[ConditionallyEditable(ConditionallyEditable.ConditionType.HasBody), Serialize("0,0", IsPropertySaveable.Yes, description: "The position of the drop shadow relative to the structure. If set to zero, the shadow is positioned automatically so that it points towards the sub's center of mass.")]
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public Vector2 DropShadowOffset
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{
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get;
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@@ -369,7 +371,7 @@ namespace Barotrauma
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private set;
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}
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public override void Move(Vector2 amount, bool ignoreContacts = false)
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public override void Move(Vector2 amount, bool ignoreContacts = true)
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{
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if (!MathUtils.IsValid(amount))
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{
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@@ -377,7 +379,7 @@ namespace Barotrauma
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return;
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}
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base.Move(amount);
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base.Move(amount, ignoreContacts);
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for (int i = 0; i < Sections.Length; i++)
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{
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@@ -444,13 +446,11 @@ namespace Barotrauma
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}
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else
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{
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float width = BodyWidth > 0.0f ? BodyWidth : rect.Width;
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float height = BodyHeight > 0.0f ? BodyHeight : rect.Height;
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if (BodyWidth > 0.0f && BodyHeight > 0.0f)
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{
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IsHorizontal = BodyWidth > BodyHeight;
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}
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else
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{
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IsHorizontal = (rect.Width > rect.Height);
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IsHorizontal = width > height;
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}
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}
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@@ -459,29 +459,28 @@ namespace Barotrauma
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InitProjSpecific();
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if (!HiddenInGame)
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SerializableProperties = element != null ? SerializableProperty.DeserializeProperties(this, element) : SerializableProperty.GetProperties(this);
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if (element?.GetAttribute(nameof(CastShadow)) == null)
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{
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if (Prefab.Body)
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{
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Bodies = new List<Body>();
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WallList.Add(this);
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CreateSections();
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UpdateSections();
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}
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else
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{
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Sections = new WallSection[1];
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Sections[0] = new WallSection(rect, this);
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if (StairDirection != Direction.None)
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{
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CreateStairBodies();
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}
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}
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CastShadow = Prefab.CastShadow;
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}
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SerializableProperties = element != null ? SerializableProperty.DeserializeProperties(this, element) : SerializableProperty.GetProperties(this);
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if (Prefab.Body)
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{
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Bodies = new List<Body>();
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WallList.Add(this);
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CreateSections();
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UpdateSections();
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}
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else if (StairDirection != Direction.None)
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{
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CreateStairBodies();
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}
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if (Sections == null)
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{
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Sections = new WallSection[1];
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Sections[0] = new WallSection(rect, this);
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}
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#if CLIENT
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foreach (var subElement in sp.ConfigElement.Elements())
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@@ -1576,16 +1575,16 @@ namespace Barotrauma
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}
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}
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if (element.GetAttributeBool("flippedx", false)) { s.FlipX(false); }
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if (element.GetAttributeBool("flippedy", false)) { s.FlipY(false); }
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if (element.GetAttributeBool(nameof(FlippedX), false)) { s.FlipX(false); }
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if (element.GetAttributeBool(nameof(FlippedY), false)) { s.FlipY(false); }
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//structures with a body drop a shadow by default
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if (element.GetAttribute("usedropshadow") == null)
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if (element.GetAttribute(nameof(UseDropShadow)) == null)
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{
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s.UseDropShadow = prefab.Body;
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}
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if (element.GetAttribute("noaitarget") == null)
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if (element.GetAttribute(nameof(NoAITarget)) == null)
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{
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s.NoAITarget = prefab.NoAITarget;
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}
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@@ -1634,12 +1633,12 @@ namespace Barotrauma
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(int)(rect.Y - Submarine.HiddenSubPosition.Y) + "," +
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width + "," + height));
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if (FlippedX) element.Add(new XAttribute("flippedx", true));
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if (FlippedY) element.Add(new XAttribute("flippedy", true));
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if (FlippedX) { element.Add(new XAttribute("flippedx", true)); }
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if (FlippedY) { element.Add(new XAttribute("flippedy", true)); }
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for (int i = 0; i < Sections.Length; i++)
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{
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if (Sections[i].damage == 0.0f) continue;
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if (Sections[i].damage == 0.0f) { continue; }
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var sectionElement =
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new XElement("section",
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new XAttribute("i", i),
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@@ -1649,6 +1648,11 @@ namespace Barotrauma
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SerializableProperty.SerializeProperties(this, element);
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if (CastShadow == Prefab.CastShadow)
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{
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element.GetAttribute(nameof(CastShadow))?.Remove();
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}
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foreach (var upgrade in Upgrades)
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{
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upgrade.Save(element);
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