-fixed a typo in fabricableItem requirement & added checking for said typos

- fixed being able to set battery recharge sped over the limits
- fixed vents being added to OxygenGenerator.ventlist multiple times
- fixed item.Submarine not being set if pulling an item from a fabricator
- some tutorial fixes
- fixed TraitorMode endmessage not being shown if the sub isn't at the end and neither character is dead
- SalvageQuest fails if the item has been destroyed
-
This commit is contained in:
Regalis
2016-01-21 20:59:26 +02:00
parent 218b14d4bb
commit c78784068c
28 changed files with 143 additions and 75 deletions
@@ -20,12 +20,12 @@ namespace Barotrauma.Items.Components
public FabricableItem(XElement element)
{
string name = ToolBox.GetAttributeString(element, "name", "").ToLower();
string name = ToolBox.GetAttributeString(element, "name", "");
TargetItem = ItemPrefab.list.Find(ip => ip.Name.ToLower() == name) as ItemPrefab;
TargetItem = ItemPrefab.list.Find(ip => ip.Name.ToLower() == name.ToLower()) as ItemPrefab;
if (TargetItem == null)
{
DebugConsole.ThrowError("Error in Fabricable Item! Item ''" + element.Name + "'' not found.");
DebugConsole.ThrowError("Error in fabricable item "+name+"! Item ''" + element.Name + "'' not found.");
return;
}
@@ -35,7 +35,12 @@ namespace Barotrauma.Items.Components
foreach (string requiredItemName in requiredItemNames)
{
ItemPrefab requiredItem = ItemPrefab.list.Find(ip => ip.Name.ToLower() == requiredItemName.Trim().ToLower()) as ItemPrefab;
if (requiredItem == null) continue;
if (requiredItem == null)
{
DebugConsole.ThrowError("Error in fabricable item " + name + "! Required item ''" + requiredItemName + "'' not found.");
continue;
}
var existing = RequiredItems.Find(r => r.Item1 == requiredItem);