(d9829ac) v0.9.4.0
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@@ -41,30 +41,30 @@ namespace Barotrauma.Items.Components
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get { return powerLoad; }
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}
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[Serialize(true, true), Editable(ToolTip = "Can the item be damaged if too much power is supplied to the power grid.")]
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[Editable, Serialize(true, true, description: "Can the item be damaged if too much power is supplied to the power grid.")]
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public bool CanBeOverloaded
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{
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get;
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set;
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}
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[Serialize(2.0f, true), Editable(MinValueFloat = 1.0f, ToolTip =
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[Editable(MinValueFloat = 1.0f), Serialize(2.0f, true, description:
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"How much power has to be supplied to the grid relative to the load before item starts taking damage. "
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+"E.g. a value of 2 means that the grid has to be receiving twice as much power as the devices in the grid are consuming.")]
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+ "E.g. a value of 2 means that the grid has to be receiving twice as much power as the devices in the grid are consuming.")]
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public float OverloadVoltage
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{
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get;
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set;
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}
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[Serialize(0.15f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f, ToolTip = "The probability for a fire to start when the item breaks.")]
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[Serialize(0.15f, true, description: "The probability for a fire to start when the item breaks."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f)]
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public float FireProbability
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{
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get;
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set;
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}
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[Serialize(false, false)]
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[Serialize(false, false, description: "Is the item currently overloaded. Intended to be used by StatusEffect conditionals (setting the value from XML is not recommended).")]
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public bool Overload
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{
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get;
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