(d9829ac) v0.9.4.0

This commit is contained in:
Regalis
2019-10-24 18:05:42 +02:00
parent 9aa12bcac2
commit b39922a074
319 changed files with 12516 additions and 6815 deletions
@@ -41,30 +41,30 @@ namespace Barotrauma.Items.Components
get { return powerLoad; }
}
[Serialize(true, true), Editable(ToolTip = "Can the item be damaged if too much power is supplied to the power grid.")]
[Editable, Serialize(true, true, description: "Can the item be damaged if too much power is supplied to the power grid.")]
public bool CanBeOverloaded
{
get;
set;
}
[Serialize(2.0f, true), Editable(MinValueFloat = 1.0f, ToolTip =
[Editable(MinValueFloat = 1.0f), Serialize(2.0f, true, description:
"How much power has to be supplied to the grid relative to the load before item starts taking damage. "
+"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.")]
+ "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.")]
public float OverloadVoltage
{
get;
set;
}
[Serialize(0.15f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f, ToolTip = "The probability for a fire to start when the item breaks.")]
[Serialize(0.15f, true, description: "The probability for a fire to start when the item breaks."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f)]
public float FireProbability
{
get;
set;
}
[Serialize(false, false)]
[Serialize(false, false, description: "Is the item currently overloaded. Intended to be used by StatusEffect conditionals (setting the value from XML is not recommended).")]
public bool Overload
{
get;