Lighting improvements: lightmap is drawn over all structures and blurred, flashlight item, OnContained statuseffects are also applied when the item is contained in a characterinventory
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@@ -191,7 +191,7 @@
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pickdistance="200"
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price="10">
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<Sprite texture ="tools.png" sourcerect="0,37,22,9" depth="0.5"/>
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<Sprite texture ="tools.png" sourcerect="42,0,22,9" depth="0.5"/>
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<Body width="31" height="6" density="40"/>
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@@ -213,4 +213,57 @@
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</ItemContainer>
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</Item>
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<Item
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name="Flashlight"
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category="Equipment"
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Tags="smallitem"
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pickdistance="200"
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price="10">
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<Deconstruct time="15">
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<Item name="Copper Bar"/>
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<Item name="Polycarbonate Bar"/>
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</Deconstruct>
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<Sprite texture ="tools.png" sourcerect="0,36,27,11" depth="0.5"/>
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<Body width="27" height="10" density="15"/>
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<Holdable slots="Any,RightHand,LeftHand" aimpos="100,0" handle1="0,0">
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<StatusEffect type="OnActive" target="Contained" Condition="-0.2"/>
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</Holdable>
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<LightComponent LightColor="1.0,1.0,1.0,1.0" Flicker="0.1" range="800" powerconsumption="10" IsOn="true">
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<LightTexture texture="Content/Lights/lightcone.png" origin="0.0, 0.5" size="2.0,1.0"/>
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</LightComponent>
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<ItemContainer capacity="1" hideitems="true">
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<Containable name="Battery Cell">
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<StatusEffect type="OnContaining" target="This" Voltage="1.0" setvalue="true"/>
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</Containable>
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</ItemContainer>
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</Item>
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<Item
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name="Flare"
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category="Equipment"
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pickdistance="150"
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price="5"
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tags="smallitem">
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<Sprite texture ="tools.png" sourcerect="0,37,22,9" depth="0.5"/>
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<Body width="11" height="24" density="30"/>
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<Throwable slots="Any,RightHand,LeftHand" holdpos="0,0" handle1="0,0" throwforce="4.0" aimpos="35,-10">
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</Throwable>
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<LightComponent LightColor="1.0,0.0,0.0,1.0" Flicker="0.5" range="600" IsOn="false">
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<StatusEffect type="OnActive" target="This" Condition="-0.5"/>
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<StatusEffect type="OnUse" target="This" IsOn="true"/>
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</LightComponent>
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</Item>
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</Items>
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