Build 0.21.6.0 (1.0 pre-patch)

This commit is contained in:
Regalis11
2023-01-31 18:08:26 +02:00
parent e1c04bc31d
commit cf9ecd35b3
231 changed files with 4479 additions and 2276 deletions
@@ -125,8 +125,8 @@ namespace Barotrauma.Items.Components
get { return drawable; }
set
{
if (value == drawable) return;
if (!(this is IDrawableComponent))
if (value == drawable) { return; }
if (this is not IDrawableComponent)
{
DebugConsole.ThrowError("Couldn't make \"" + this + "\" drawable (the component doesn't implement the IDrawableComponent interface)");
return;
@@ -236,10 +236,7 @@ namespace Barotrauma.Items.Components
set;
}
/// <summary>
/// How useful the item is in combat? Used by AI to decide which item it should use as a weapon. For the sake of clarity, use a value between 0 and 100 (not enforced).
/// </summary>
[Serialize(0f, IsPropertySaveable.No, description: "How useful the item is in combat? Used by AI to decide which item it should use as a weapon. For the sake of clarity, use a value between 0 and 100 (not enforced).")]
[Serialize(0f, IsPropertySaveable.No, description: "How useful the item is in combat? Used by AI to decide which item it should use as a weapon. For the sake of clarity, use a value between 0 and 100 (not enforced). Note that there's also a generic BotPriority for all item prefabs.")]
public float CombatPriority { get; private set; }
/// <summary>
@@ -697,7 +694,7 @@ namespace Barotrauma.Items.Components
public virtual void FlipY(bool relativeToSub) { }
public bool IsLoaded(Character user, bool checkContainedItems = true) =>
public bool IsNotEmpty(Character user, bool checkContainedItems = true) =>
HasRequiredContainedItems(user, addMessage: false) &&
(!checkContainedItems || Item.OwnInventory == null || Item.OwnInventory.AllItems.Any(i => i.Condition > 0));
@@ -856,7 +853,13 @@ namespace Barotrauma.Items.Components
if (broken && !effect.AllowWhenBroken && effect.type != ActionType.OnBroken) { continue; }
if (user != null) { effect.SetUser(user); }
effect.AfflictionMultiplier = afflictionMultiplier;
item.ApplyStatusEffect(effect, type, deltaTime, character, targetLimb, useTarget, isNetworkEvent: false, checkCondition: false, worldPosition);
var c = character;
if (user != null && effect.HasTargetType(StatusEffect.TargetType.Character) && !effect.HasTargetType(StatusEffect.TargetType.UseTarget))
{
// A bit hacky, but fixes MeleeWeapons targeting the use target instead of the attacker. Also applies to Projectiles and Throwables, or other callers that passes the user.
c = user;
}
item.ApplyStatusEffect(effect, type, deltaTime, c, targetLimb, useTarget, isNetworkEvent: false, checkCondition: false, worldPosition);
effect.AfflictionMultiplier = 1.0f;
reducesCondition |= effect.ReducesItemCondition();
}