Fixed DelayedEffect applying when dropped from hands
Amanitin is now craftable from Erythrozine, Flash Powder and Sulphuric Acid with 60 medical skill Diving Mask and Diving Suit are now craftable Diving Suit is now deconstructable Fixed buttons yielding different materials on deconstruction
This commit is contained in:
@@ -10,7 +10,7 @@
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<Sprite texture ="button.png" sourcerect="0,0,24,27" depth="0.8"/>
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<Sprite texture ="button.png" sourcerect="0,0,24,27" depth="0.8"/>
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<Deconstruct time="10">
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<Deconstruct time="10">
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<Item name="Polycarbonate Bar"/>
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<Item name="Steel Bar"/>
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<Item name="FPGA Circuit"/>
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<Item name="FPGA Circuit"/>
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</Deconstruct>
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</Deconstruct>
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@@ -43,7 +43,7 @@
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<Sprite texture ="button.png" sourcerect="24,0,11,16" depth="0.79"/>
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<Sprite texture ="button.png" sourcerect="24,0,11,16" depth="0.79"/>
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<Deconstruct time="10">
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<Deconstruct time="10">
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<Item name="Polycarbonate Bar"/>
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<Item name="Steel Bar"/>
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<Item name="FPGA Circuit"/>
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<Item name="FPGA Circuit"/>
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</Deconstruct>
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</Deconstruct>
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@@ -68,6 +68,14 @@
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fireproof="true"
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fireproof="true"
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description="An atmospheric diving suit capable of withstanding the immense pressure under Europa's crust.">
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description="An atmospheric diving suit capable of withstanding the immense pressure under Europa's crust.">
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<Deconstruct time="30">
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<Item name="Steel Bar"/>
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<Item name="Aluminium"/>
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<Item name="Aluminium"/>
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<Item name="Polycarbonate Bar"/>
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<Item name="Polycarbonate Bar"/>
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</Deconstruct>
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<Sprite texture ="DivingSuit.png" sourcerect="85,0,43,128" depth="0.55"/>
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<Sprite texture ="DivingSuit.png" sourcerect="85,0,43,128" depth="0.55"/>
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<Body width="37" height="113" density="15"/>
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<Body width="37" height="113" density="15"/>
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@@ -33,6 +33,12 @@
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<fabricableitem name="Nuclear Shell" requireditems="Steel Bar, Steel Bar, Uranium Bar, Polycarbonate Bar" requiredtime="30">
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<fabricableitem name="Nuclear Shell" requireditems="Steel Bar, Steel Bar, Uranium Bar, Polycarbonate Bar" requiredtime="30">
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<RequiredSkill name="Construction" level="40"/>
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<RequiredSkill name="Construction" level="40"/>
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</fabricableitem>
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</fabricableitem>
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<fabricableitem name="Diving Mask" requireditems="Polycarbonate Bar" requiredtime="20">
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<RequiredSkill name="Construction" level="25"/>
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</fabricableitem>
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<fabricableitem name="Diving Suit" requireditems="Steel Bar, Aluminium, Aluminium, Polycarbonate Bar, Polycarbonate Bar" requiredtime="30">
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<RequiredSkill name="Construction" level="40"/>
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</fabricableitem>
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<fabricableitem name="Wire" requireditems="Copper Bar" requiredtime="5"/>
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<fabricableitem name="Wire" requireditems="Copper Bar" requiredtime="5"/>
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@@ -145,6 +151,10 @@
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<fabricableitem name="Calyxanide" requireditems="Velonaceps Calyx Eggs, Corrigodone" requiredtime="30">
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<fabricableitem name="Calyxanide" requireditems="Velonaceps Calyx Eggs, Corrigodone" requiredtime="30">
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<RequiredSkill name="Medical" level="60"/>
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<RequiredSkill name="Medical" level="60"/>
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</fabricableitem>
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</fabricableitem>
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<fabricableitem name="Amanitin" requireditems="Erythrozine, Flash Powder, Sulphuric Acid" requiredtime="30">
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<RequiredSkill name="Medical" level="60"/>
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</fabricableitem>
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</Fabricator>
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</Fabricator>
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<ConnectionPanel selectkey="Action" canbeselected = "true">
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<ConnectionPanel selectkey="Action" canbeselected = "true">
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@@ -36,6 +36,10 @@
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<Body width="10" radius="10" density="10"/>
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<Body width="10" radius="10" density="10"/>
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<Deconstruct time="10">
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<Item name="Bike Horn"/>
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</Deconstruct>
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<Wearable limbtype="Head" slots="Any,Face">
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<Wearable limbtype="Head" slots="Any,Face">
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<sprite texture="clownmask.png" limb="Head" origin="0.5,0.5"/>
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<sprite texture="clownmask.png" limb="Head" origin="0.5,0.5"/>
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<StatusEffect type="OnWearing" target="Character" HideFace="true"/>
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<StatusEffect type="OnWearing" target="Character" HideFace="true"/>
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@@ -53,6 +57,12 @@
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<Body width="53" height="18" density="30"/>
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<Body width="53" height="18" density="30"/>
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<Deconstruct time="40">
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<Item name="Bike Horn"/>
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<Item name="Bike Horn"/>
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<Item name="Bike Horn"/>
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</Deconstruct>
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<Wearable slots="Any,Torso+Legs">
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<Wearable slots="Any,Torso+Legs">
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<sprite texture="clownshirt.png" limb="Torso" sourcerect="0,3,30,58" origin="0.5,0.48" depth="0.02"/>
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<sprite texture="clownshirt.png" limb="Torso" sourcerect="0,3,30,58" origin="0.5,0.48" depth="0.02"/>
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@@ -223,7 +223,7 @@
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<Deconstruct time="10">
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<Deconstruct time="10">
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<Item name="Steel Bar"/>
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<Item name="Steel Bar"/>
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<Item name="FPGA Circuit"/>
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<Item name="FPGA Circuit"/>
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<Item name="Copper Bar"/>
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<Item name="Sulphuric Acid"/>
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</Deconstruct>
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</Deconstruct>
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<Sprite texture="weapons.png" sourcerect="0,0,20,9" depth="0.8"/>
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<Sprite texture="weapons.png" sourcerect="0,0,20,9" depth="0.8"/>
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@@ -24,7 +24,7 @@ namespace Barotrauma
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public override void Apply(ActionType type, float deltaTime, Entity entity, List<ISerializableEntity> targets)
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public override void Apply(ActionType type, float deltaTime, Entity entity, List<ISerializableEntity> targets)
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{
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{
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if (this.type != type) return;
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if (this.type != type || !HasRequiredItems(entity)) return;
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DelayedListElement element = new DelayedListElement();
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DelayedListElement element = new DelayedListElement();
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element.Parent = this;
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element.Parent = this;
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element.StartTimer = delay;
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element.StartTimer = delay;
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