(9a14162c6) Disabled spontaneous deterioration on items that are not being used. TODO: adjust all deterioration rates and delays
This commit is contained in:
@@ -17,8 +17,8 @@ namespace Barotrauma.Items.Components
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{
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get { return outputContainer; }
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}
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public Deconstructor(Item item, XElement element)
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public Deconstructor(Item item, XElement element)
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: base(item, element)
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{
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InitProjSpecific(element);
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@@ -53,7 +53,13 @@ namespace Barotrauma.Items.Components
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return;
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}
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if (voltage < minVoltage) return;
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if (voltage < minVoltage) { return; }
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var repairable = item.GetComponent<Repairable>();
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if (repairable != null)
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{
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repairable.LastActiveTime = (float)Timing.TotalTime + 10.0f;
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}
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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@@ -73,8 +79,7 @@ namespace Barotrauma.Items.Components
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float percentageHealth = targetItem.Condition / targetItem.Prefab.Health;
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if (percentageHealth <= deconstructProduct.MinCondition || percentageHealth > deconstructProduct.MaxCondition) continue;
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var itemPrefab = MapEntityPrefab.Find(null, deconstructProduct.ItemIdentifier) as ItemPrefab;
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if (itemPrefab == null)
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if (!(MapEntityPrefab.Find(null, deconstructProduct.ItemIdentifier) is ItemPrefab itemPrefab))
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{
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DebugConsole.ThrowError("Tried to deconstruct item \"" + targetItem.Name + "\" but couldn't find item prefab \"" + deconstructProduct.ItemIdentifier + "\"!");
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continue;
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@@ -113,7 +113,7 @@ namespace Barotrauma.Items.Components
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#endif
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}
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voltage = 0.0f;
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voltage -= deltaTime;
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}
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private void UpdatePropellerDamage(float deltaTime)
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@@ -18,14 +18,14 @@ namespace Barotrauma.Items.Components
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private FabricationRecipe fabricatedItem;
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private float timeUntilReady;
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private float requiredTime;
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private Character user;
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private ItemContainer inputContainer, outputContainer;
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private float progressState;
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public Fabricator(Item item, XElement element)
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public Fabricator(Item item, XElement element)
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: base(item, element)
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{
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foreach (XElement subElement in element.Elements())
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@@ -174,6 +174,12 @@ namespace Barotrauma.Items.Components
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if (voltage < minVoltage) { return; }
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var repairable = item.GetComponent<Repairable>();
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if (repairable != null)
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{
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repairable.LastActiveTime = (float)Timing.TotalTime + 10.0f;
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}
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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if (powerConsumption <= 0) { voltage = 1.0f; }
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@@ -81,7 +81,7 @@ namespace Barotrauma.Items.Components
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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}
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voltage = 0.0f;
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voltage -= deltaTime;
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}
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public override bool Pick(Character picker)
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@@ -73,6 +73,7 @@ namespace Barotrauma.Items.Components
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public override void UpdateBroken(float deltaTime, Camera cam)
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{
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powerDownTimer += deltaTime;
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CurrFlow = 0.0f;
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}
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private void GetVents()
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@@ -19,10 +19,10 @@ namespace Barotrauma.Items.Components
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public float FlowPercentage
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{
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get { return flowPercentage; }
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set
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set
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{
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if (!MathUtils.IsValid(flowPercentage)) return;
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flowPercentage = MathHelper.Clamp(value,-100.0f,100.0f);
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flowPercentage = MathHelper.Clamp(value, -100.0f, 100.0f);
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flowPercentage = MathUtils.Round(flowPercentage, 1.0f);
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}
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}
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@@ -86,8 +86,8 @@ namespace Barotrauma.Items.Components
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item.CurrentHull.WaterVolume += currFlow;
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if (item.CurrentHull.WaterVolume > item.CurrentHull.Volume) { item.CurrentHull.Pressure += 0.5f; }
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voltage = 0.0f;
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voltage -= deltaTime;
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}
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partial void UpdateProjSpecific(float deltaTime);
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@@ -15,6 +15,8 @@ namespace Barotrauma.Items.Components
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private float deteriorationTimer;
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public float LastActiveTime;
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[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f, DecimalCount = 2, ToolTip = "How fast the condition of the item deteriorates per second.")]
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public float DeteriorationSpeed
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{
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@@ -113,6 +115,8 @@ namespace Barotrauma.Items.Components
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{
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UpdateProjSpecific(deltaTime);
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if (!ShouldDeteriorate()) { return; }
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if (CurrentFixer == null)
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{
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if (item.Condition > 0.0f)
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@@ -179,8 +183,48 @@ namespace Barotrauma.Items.Components
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}
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}
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partial void UpdateProjSpecific(float deltaTime);
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private bool ShouldDeteriorate()
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{
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if (LastActiveTime > Timing.TotalTime) { return true; }
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foreach (ItemComponent ic in item.Components)
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{
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if (ic is PowerTransfer pt)
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{
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//power transfer items (junction boxes, relays) don't deteriorate if they're no carrying any power
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if (Math.Abs(pt.CurrPowerConsumption) < 0.1f) { return false; }
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}
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else if (ic is Engine engine)
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{
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//engines don't deteriorate if they're not running
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if (Math.Abs(engine.Force) < 1.0f) { return false; }
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}
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else if (ic is Pump pump)
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{
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//pumps don't deteriorate if they're not running
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if (Math.Abs(pump.FlowPercentage) < 1.0f) { return false; }
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}
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else if (ic is Reactor reactor)
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{
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//reactors don't deteriorate if they're not powered up
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if (reactor.Temperature < 0.1f) { return false; }
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}
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else if (ic is OxygenGenerator oxyGenerator)
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{
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//oxygen generators don't deteriorate if they're not running
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if (oxyGenerator.CurrFlow < 0.1f) { return false; }
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}
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else if (ic is Powered powered)
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{
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if (powered.Voltage < powered.MinVoltage) { return false; }
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}
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}
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return true;
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}
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private void UpdateFixAnimation(Character character)
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{
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character.AnimController.UpdateUseItem(false, item.WorldPosition + new Vector2(0.0f, 100.0f) * ((item.Condition / item.MaxCondition) % 0.1f));
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@@ -254,7 +254,7 @@ namespace Barotrauma.Items.Components
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UpdateAITarget(item.AiTarget);
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}
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voltage = 0.0f;
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voltage -= deltaTime;
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}
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#if CLIENT
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@@ -282,10 +282,17 @@ namespace Barotrauma.Items.Components
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{
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//use linked projectile containers in case they have to react to the turret being launched somehow
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//(play a sound, spawn more projectiles)
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Item linkedItem = e as Item;
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if (linkedItem == null) continue;
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if (!(e is Item linkedItem)) continue;
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ItemContainer projectileContainer = linkedItem.GetComponent<ItemContainer>();
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if (projectileContainer != null) linkedItem.Use(deltaTime, null);
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if (projectileContainer != null)
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{
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linkedItem.Use(deltaTime, null);
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var repairable = linkedItem.GetComponent<Repairable>();
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if (repairable != null)
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{
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repairable.LastActiveTime = (float)Timing.TotalTime + 1.0f;
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}
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}
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}
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var projectiles = GetLoadedProjectiles(true);
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@@ -417,9 +424,8 @@ namespace Barotrauma.Items.Components
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int maxProjectileCount = 0;
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foreach (MapEntity e in item.linkedTo)
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{
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var projectileContainer = e as Item;
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if (projectileContainer == null) continue;
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if (!(e is Item projectileContainer)) continue;
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var containedItems = projectileContainer.ContainedItems;
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if (containedItems != null)
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{
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