(d9829ac) v0.9.4.0
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@@ -61,7 +61,7 @@ namespace Barotrauma.Items.Components
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public bool CanBeWelded = true;
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private float stuck;
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[Serialize(0.0f, false)]
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[Serialize(0.0f, false, description: "How badly stuck the door is (in percentages). If the percentage reaches 100, the door needs to be cut open to make it usable again.")]
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public float Stuck
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{
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get { return stuck; }
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@@ -74,10 +74,10 @@ namespace Barotrauma.Items.Components
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}
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}
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[Serialize(3.0f, true), Editable]
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[Serialize(3.0f, true, description: "How quickly the door opens."), Editable]
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public float OpeningSpeed { get; private set; }
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[Serialize(3.0f, true), Editable]
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[Serialize(3.0f, true, description: "How quickly the door closes."), Editable]
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public float ClosingSpeed { get; private set; }
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public bool? PredictedState { get; private set; }
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@@ -121,10 +121,10 @@ namespace Barotrauma.Items.Components
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public bool IsHorizontal { get; private set; }
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[Serialize("0.0,0.0,0.0,0.0", false)]
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[Serialize("0.0,0.0,0.0,0.0", false, description: "Position and size of the window on the door. The upper left corner is 0,0. Set the width and height to 0 if you don't want the door to have a window.")]
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public Rectangle Window { get; set; }
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[Editable, Serialize(false, true)]
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[Editable, Serialize(false, true, description: "Is the door currently open.")]
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public bool IsOpen
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{
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get { return isOpen; }
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@@ -135,7 +135,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Serialize(false, false)]
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[Serialize(false, false, description: "If the door has integrated buttons, it can be opened by interacting with it directly (instead of using buttons wired to it).")]
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public bool HasIntegratedButtons { get; private set; }
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public float OpenState
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@@ -153,7 +153,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Serialize(false, false)]
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[Serialize(false, false, description: "Characters and items cannot pass through impassable doors. Useful for things such as ducts that should only let water and air through.")]
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public bool Impassable
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{
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get;
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