- 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
This commit is contained in:
Regalis
2016-03-26 18:15:44 +02:00
parent 6c0927a564
commit ca492bf0d4
14 changed files with 342 additions and 118 deletions

View File

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