-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 -
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@@ -20,12 +20,12 @@ namespace Barotrauma.Items.Components
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public FabricableItem(XElement element)
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{
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string name = ToolBox.GetAttributeString(element, "name", "").ToLower();
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string name = ToolBox.GetAttributeString(element, "name", "");
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TargetItem = ItemPrefab.list.Find(ip => ip.Name.ToLower() == name) as ItemPrefab;
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TargetItem = ItemPrefab.list.Find(ip => ip.Name.ToLower() == name.ToLower()) as ItemPrefab;
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if (TargetItem == null)
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{
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DebugConsole.ThrowError("Error in Fabricable Item! Item ''" + element.Name + "'' not found.");
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DebugConsole.ThrowError("Error in fabricable item "+name+"! Item ''" + element.Name + "'' not found.");
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return;
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}
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@@ -35,7 +35,12 @@ namespace Barotrauma.Items.Components
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foreach (string requiredItemName in requiredItemNames)
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{
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ItemPrefab requiredItem = ItemPrefab.list.Find(ip => ip.Name.ToLower() == requiredItemName.Trim().ToLower()) as ItemPrefab;
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if (requiredItem == null) continue;
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if (requiredItem == null)
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{
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DebugConsole.ThrowError("Error in fabricable item " + name + "! Required item ''" + requiredItemName + "'' not found.");
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continue;
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}
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var existing = RequiredItems.Find(r => r.Item1 == requiredItem);
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