Unstable 0.16.1.0
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@@ -1,13 +1,13 @@
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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using Barotrauma.Extensions;
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using Barotrauma.Networking;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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using Vector2 = Microsoft.Xna.Framework.Vector2;
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using Vector4 = Microsoft.Xna.Framework.Vector4;
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@@ -398,8 +398,6 @@ namespace Barotrauma.Items.Components
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private int flowerVariants;
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private int leafVariants;
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private int[] flowerTiles;
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private const int serverHealthUpdateDelay = 10;
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private int serverHealthUpdateTimer;
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public float Health
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{
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@@ -553,19 +551,21 @@ namespace Barotrauma.Items.Components
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if (spawnProduct && ProducedItems.Any())
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{
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SpawnItem(ProducedItems.RandomElementByWeight(it => it.Probability), spawnPos);
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SpawnItem(Item, ProducedItems.RandomElementByWeight(it => it.Probability), spawnPos);
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return;
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}
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if (spawnSeed)
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{
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SpawnItem(ProducedSeed, spawnPos);
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SpawnItem(Item, ProducedSeed, spawnPos);
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}
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static void SpawnItem(ProducedItem producedItem, Vector2 pos)
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static void SpawnItem(Item thisItem, ProducedItem producedItem, Vector2 pos)
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{
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if (producedItem.Prefab == null) { return; }
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GameAnalyticsManager.AddDesignEvent("MicroInteraction:" + (GameMain.GameSession?.GameMode?.Preset.Identifier ?? "null") + ":GardeningProduce:" + thisItem.prefab.Identifier + ":" + producedItem.Prefab.Identifier);
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Entity.Spawner?.AddToSpawnQueue(producedItem.Prefab, pos, onSpawned: it =>
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{
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foreach (StatusEffect effect in producedItem.StatusEffects)
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@@ -586,8 +586,13 @@ namespace Barotrauma.Items.Components
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{
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if (Decayed) { return true; }
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if (0 >= Health)
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if (Health <= 0)
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{
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if (!Decayed)
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{
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GameAnalyticsManager.AddDesignEvent("MicroInteraction:" + (GameMain.GameSession?.GameMode?.Preset.Identifier ?? "null") + ":GardeningDied:" + item.prefab.Identifier);
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}
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Decayed = true;
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#if CLIENT
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foreach (VineTile vine in Vines)
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