(5a377a8ee) Unstable v0.9.1000.0
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+1
-1
@@ -1,7 +1,7 @@
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.Globalization;
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using System.IO;
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using Barotrauma.IO;
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using System;
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using System.Linq;
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using System.Xml.Linq;
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+18
-1
@@ -72,6 +72,12 @@ namespace Barotrauma
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[Editable, Serialize(true, true, description: "Should the character be flipped depending on which direction it faces. Should usually be enabled on all characters that have distinctive upper and lower sides.")]
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public bool Flip { get; set; }
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[Serialize(1f, true, description: "Reduces continuous flipping when the character abruptly changes direction."), Editable]
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public float FlipCooldown { get; set; }
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[Serialize(0.5f, true, description: "How much it takes before the character flips. The timer starts when the character starts to move in the different direction."), Editable]
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public float FlipDelay { get; set; }
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[Serialize(10.0f, true, description: "How much force is used to move the head to the correct position."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
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public float HeadMoveForce { get; set; }
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@@ -146,9 +152,18 @@ namespace Barotrauma
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[Editable, Serialize(true, true, description: "Should the character be flipped depending on which direction it faces. Should usually be enabled on all characters that have distinctive upper and lower sides.")]
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public bool Flip { get; set; }
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[Serialize(1f, true, description: "Reduces continuous flipping when the character abruptly changes direction."), Editable]
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public float FlipCooldown { get; set; }
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[Serialize(0.5f, true, description: "How much it takes before the character flips. The timer starts when the character starts to move in the different direction."), Editable]
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public float FlipDelay { get; set; }
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[Editable, Serialize(true, true, description: "If enabled, the character will simply be mirrored horizontally when it wants to turn around. If disabled, it will rotate itself to face the other direction.")]
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public bool Mirror { get; set; }
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[Editable, Serialize(true, true, description: "Disabling this will make mirroring instantaneous.")]
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public bool MirrorLerp { get; set; }
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[Serialize(5f, true), Editable]
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public float WaveAmplitude { get; set; }
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@@ -205,7 +220,6 @@ namespace Barotrauma
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interface IFishAnimation
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{
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bool Flip { get; set; }
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string FootAngles { get; set; }
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Dictionary<int, float> FootAnglesInRadians { get; set; }
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float TailAngle { get; set; }
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@@ -214,5 +228,8 @@ namespace Barotrauma
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float TorsoTorque { get; set; }
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float TailTorque { get; set; }
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float FootTorque { get; set; }
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bool Flip { get; set; }
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float FlipCooldown { get; set; }
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float FlipDelay { get; set; }
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}
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}
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@@ -25,10 +25,10 @@ namespace Barotrauma
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[Serialize("", true, description: "If defined, different species of the same group are considered like the characters of the same species by the AI."), Editable]
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public string Group { get; private set; }
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[Serialize(false, true), Editable]
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[Serialize(false, true), Editable(ReadOnly = true)]
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public bool Humanoid { get; private set; }
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[Serialize(false, true), Editable]
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[Serialize(false, true), Editable(ReadOnly = true)]
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public bool HasInfo { get; private set; }
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[Serialize(false, true), Editable]
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@@ -43,24 +43,36 @@ namespace Barotrauma
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[Serialize(false, true, description: "Can the creature live without water or does it die on dry land?"), Editable]
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public bool NeedsWater { get; set; }
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[Serialize(false, true), Editable]
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[Serialize(false, false), Editable]
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public bool CanSpeak { get; set; }
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[Serialize(100f, true, description: "How much noise the character makes when moving?"), Editable(minValue: 0f, maxValue: 1000f)]
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[Serialize(100f, true, description: "How much noise the character makes when moving?"), Editable(minValue: 0f, maxValue: 10000f)]
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public float Noise { get; set; }
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[Serialize(100f, true, description: "How visible the character is?"), Editable(minValue: 0f, maxValue: 1000f)]
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[Serialize(100f, true, description: "How visible the character is?"), Editable(minValue: 0f, maxValue: 10000f)]
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public float Visibility { get; set; }
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[Serialize("blood", true), Editable]
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public string BloodDecal { get; private set; }
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[Serialize("blooddrop", true), Editable]
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public string BleedParticleAir { get; private set; }
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[Serialize("waterblood", true), Editable]
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public string BleedParticleWater { get; private set; }
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[Serialize(10f, true, description: "How effectively/easily the character eats other characters. Affects the forces, the amount of particles, and the time required before the target is eaten away"), Editable(MinValueFloat = 1, MaxValueFloat = 1000, ValueStep = 1)]
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public float EatingSpeed { get; set; }
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[Serialize(1f, true, "Decreases the intensive path finding call frequency. Set to a lower value for insignificant creatures to improve performance."), Editable(minValue: 0f, maxValue: 1f)]
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public float PathFinderPriority { get; set; }
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[Serialize(false, true), Editable]
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public bool HideInSonar { get; set; }
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[Serialize(0f, true), Editable]
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public float SonarDisruption { get; set; }
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public readonly string File;
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public readonly List<SubParam> SubParams = new List<SubParam>();
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@@ -465,8 +477,11 @@ namespace Barotrauma
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[Serialize(true, true, description: "Enforce aggressive behavior if the creature is spawned as a target of a monster mission."), Editable()]
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public bool EnforceAggressiveBehaviorForMissions { get; private set; }
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[Serialize(false, true, description: "Should the character target or ignore walls when it's inside the submarine. Doesn't have any effect if no target priority for walls is defined."), Editable()]
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public bool TargetInnerWalls { get; private set; }
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[Serialize(true, true, description: "Should the character target or ignore walls when it's outside the submarine. Doesn't have any effect if no target priority for walls is defined."), Editable()]
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public bool TargetOuterWalls { get; private set; }
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[Serialize(false, true, description: "If enabled, the character chooses randomly from the available attacks. The priority is used as a weight for weighted random."), Editable()]
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public bool RandomAttack { get; private set; }
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// TODO: latchonto, swarming
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@@ -1,8 +1,12 @@
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using System.IO;
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using System.Collections.Generic;
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using System.Xml;
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using System.Collections.Generic;
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using System.Xml.Linq;
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using Microsoft.Xna.Framework;
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#if DEBUG
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using System.IO;
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using System.Xml;
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#else
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using Barotrauma.IO;
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#endif
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namespace Barotrauma
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{
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@@ -75,7 +79,7 @@ namespace Barotrauma
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Folder = Path.GetDirectoryName(FullPath);
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}
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public virtual bool Save(string fileNameWithoutExtension = null, XmlWriterSettings settings = null)
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public virtual bool Save(string fileNameWithoutExtension = null, System.Xml.XmlWriterSettings settings = null)
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{
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if (!Directory.Exists(Folder))
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{
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@@ -85,7 +89,7 @@ namespace Barotrauma
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Serialize();
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if (settings == null)
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{
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settings = new XmlWriterSettings
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settings = new System.Xml.XmlWriterSettings
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{
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Indent = true,
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OmitXmlDeclaration = true,
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+21
-2
@@ -3,7 +3,7 @@ using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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using System.Linq;
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using System.IO;
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using Barotrauma.IO;
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using System.Xml;
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using Barotrauma.Extensions;
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#if CLIENT
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@@ -470,6 +470,12 @@ namespace Barotrauma
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[Serialize(true, true), Editable]
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public bool CanBeSevered { get; set; }
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[Serialize(1f, true, description:"Modifies the severance probability (defined per item/attack) when the character is alive. Currently only affects limbs of type None, Shield, or Tail on non-humanoid ragdolls. Also note that if CanBeSevered is false, this property doesn't have any effect."), Editable(MinValueFloat = 0, MaxValueFloat = 10, ValueStep = 0.1f, DecimalCount = 2)]
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public float SeveranceProbabilityModifier { get; set; }
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[Serialize("gore", true), Editable]
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public string BreakSound { get; set; }
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[Serialize(true, true), Editable]
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public bool LimitEnabled { get; set; }
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@@ -605,7 +611,11 @@ namespace Barotrauma
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[Serialize(1f, true), Editable(DecimalCount = 2, MinValueFloat = 0, MaxValueFloat = 10)]
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public float AttackForceMultiplier { get; set; }
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[Serialize(1f, true, description:"How much damage must be done by the attack in order to be able to cut off the limb. Note that it's evaluated after the damage modifiers."), Editable(DecimalCount = 0, MinValueFloat = 0, MaxValueFloat = 1000)]
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public float MinSeveranceDamage { get; set; }
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// Non-editable ->
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// TODO: make read-only
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[Serialize(0, true)]
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public int HealthIndex { get; set; }
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@@ -813,6 +823,15 @@ namespace Barotrauma
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[Serialize("", true), Editable()]
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public string Texture { get; set; }
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[Serialize("1.0,1.0,1.0,1.0", true), Editable()]
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public Color Color { get; set; }
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[Serialize("1.0,1.0,1.0,1.0", true, description: "Target color when the character is dead."), Editable()]
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public Color DeadColor { get; set; }
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[Serialize(0f, true, "How long it takes to fade into the dead color? 0 = Not applied."), Editable(DecimalCount = 1, MinValueFloat = 0, MaxValueFloat = 10)]
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public float DeadColorTime { get; set; }
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public override string Name => "Sprite";
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public SpriteParams(XElement element, RagdollParams ragdoll) : base(element, ragdoll) { }
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@@ -927,7 +946,7 @@ namespace Barotrauma
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{
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public override string Name => "Light Texture";
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[Serialize("", true), Editable]
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[Serialize("Content/Lights/pointlight_bright.png", true), Editable]
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public string Texture { get; private set; }
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[Serialize("0.5, 0.5", true), Editable(DecimalCount = 2)]
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