- health scanner item
- specific skills are required to fabricate some items - changes to medical syringes: the status effects are defined in the chemical item instead of the syringe
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@@ -416,15 +416,7 @@ namespace Barotrauma.Items.Components
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public virtual void Draw(SpriteBatch spriteBatch, bool editing = false) { }
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public virtual void DrawHUD(SpriteBatch spriteBatch, Character character) { }
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/// <summary>
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/// a construction has activated the item (such as a turret shooting a projectile)
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/// call the Activate-methods of the components</summary>
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/// <param name="c"> The construction which activated the item</param>
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/// <param name="modifier"> A vector that can be used to pass additional information to the components</param>
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public virtual void ItemActivate(Item item, Vector2 modifier) { }
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/// <returns>true if the operation was completed</returns>
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public virtual bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
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{
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