v0.14.6.0
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@@ -290,10 +290,12 @@ namespace Barotrauma.Items.Components
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{
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for (int i = 0; i < ingredient.Amount; i++)
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{
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var availableItem = availableIngredients.FirstOrDefault(it => it != null && ingredient.ItemPrefabs.Contains(it.Prefab) && it.ConditionPercentage >= ingredient.MinCondition * 100.0f);
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var availableItem = availableIngredients.FirstOrDefault(it =>
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it != null && ingredient.ItemPrefabs.Contains(it.Prefab) &&
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it.ConditionPercentage >= ingredient.MinCondition * 100.0f &&
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it.ConditionPercentage <= ingredient.MaxCondition * 100.0f);
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if (availableItem == null) { continue; }
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//Item4 = use condition bool
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if (ingredient.UseCondition && availableItem.ConditionPercentage - ingredient.MinCondition * 100 > 0.0f) //Leave it behind with reduced condition if it has enough to stay above 0
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{
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availableItem.Condition -= availableItem.Prefab.Health * ingredient.MinCondition;
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@@ -493,7 +495,8 @@ namespace Barotrauma.Items.Components
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return
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item != null &&
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requiredItem.ItemPrefabs.Contains(item.prefab) &&
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item.Condition / item.Prefab.Health >= requiredItem.MinCondition;
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item.Condition / item.Prefab.Health >= requiredItem.MinCondition &&
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item.Condition / item.Prefab.Health <= requiredItem.MaxCondition;
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}
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public override XElement Save(XElement parentElement)
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