(5a377a8ee) Unstable v0.9.1000.0
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@@ -238,7 +238,8 @@ namespace Barotrauma
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}
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[Editable, Serialize("5000, 10000", true, description: "The distance between the nodes that are used to generate the main path through the level (min, max). Larger values produce a straighter path.")]
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[Editable(VectorComponentLabels = new string[] { "editable.minvalue", "editable.maxvalue" }),
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Serialize("5000, 10000", true, description: "The distance between the nodes that are used to generate the main path through the level (min, max). Larger values produce a straighter path.")]
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public Point MainPathNodeIntervalRange
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{
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get { return mainPathNodeIntervalRange; }
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@@ -256,7 +257,8 @@ namespace Barotrauma
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set { smallTunnelCount = MathHelper.Clamp(value, 0, 100); }
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}
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[Editable, Serialize("5000, 10000", true, description: "The minimum and maximum length of small tunnels placed along the main path.")]
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[Editable(VectorComponentLabels = new string[] { "editable.minvalue", "editable.maxvalue" }),
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Serialize("5000, 10000", true, description: "The minimum and maximum length of small tunnels placed along the main path.")]
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public Point SmallTunnelLengthRange
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{
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get { return smallTunnelLengthRange; }
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@@ -349,8 +351,7 @@ namespace Barotrauma
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[Serialize(5, true, description: "The maximum number of corpses per wreck."), Editable(MinValueInt = 0, MaxValueInt = 20)]
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public int MaxCorpseCount { get; set; }
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// TODO: default to 0
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[Serialize(1f, true, description: "How likely is it that a Thalamus inhabits a wreck. Percentage from 0 to 1 per wreck."), Editable(MinValueFloat = 0, MaxValueFloat = 1)]
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[Serialize(0.0f, true, description: "How likely is it that a Thalamus inhabits a wreck. Percentage from 0 to 1 per wreck."), Editable(MinValueFloat = 0, MaxValueFloat = 1)]
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public float ThalamusProbability { get; set; }
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[Serialize(0.5f, true, description: "How likely the water level of a hull inside a wreck is randomly set."), Editable(MinValueFloat = 0, MaxValueFloat = 1)]
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