Loaded sounds are properly freed, ObjectProperty optimization, expanded skill effects (rangedweapon accuracy, welding efficiency, electrical shocks), armored wearables + ballistic vest & helmet
This commit is contained in:
@@ -71,6 +71,35 @@ namespace Subsurface.Items.Components
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
if (character == null || character!=user) return false;
|
||||
|
||||
var powered = item.GetComponent<Powered>();
|
||||
if (powered != null)
|
||||
{
|
||||
if (powered.Voltage < 0.1f) return false;
|
||||
}
|
||||
|
||||
float degreeOfSuccess = DegreeOfSuccess(character);
|
||||
if (Rand.Range(0.0f, 0.5f) < degreeOfSuccess) return false;
|
||||
|
||||
item.ApplyStatusEffects(ActionType.OnFailure, 1.0f, character);
|
||||
|
||||
//Vector2 baseVel = Rand.Vector(300.0f);
|
||||
//for (int i = 0; i < 10; i++)
|
||||
//{
|
||||
// var particle = GameMain.ParticleManager.CreateParticle("spark", item.Position,
|
||||
// baseVel + Rand.Vector(100.0f), 0.0f);
|
||||
|
||||
// if (particle != null) particle.Size *= Rand.Range(0.5f, 1.0f);
|
||||
//}
|
||||
|
||||
//character.AddDamage(item.SimPosition, DamageType.None, Math.Abs(degreeOfSuccess-100.0f)/10.0f, 0.0f, 3.0f, false);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Load(XElement element)
|
||||
{
|
||||
base.Load(element);
|
||||
|
||||
Reference in New Issue
Block a user