v0.11.0.10
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@@ -31,20 +31,6 @@ namespace Barotrauma.Items.Components
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private float pumpSpeedLockTimer, isActiveLockTimer;
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private bool infected;
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[Serialize(false, true, description: "Whether or not the pump is infected with ballast flora spores.")]
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public bool Infected
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{
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get => infected;
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set
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{
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infected = value;
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}
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}
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public string InfectIdentifier;
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[Serialize(0.0f, true, description: "How fast the item is currently pumping water (-100 = full speed out, 100 = full speed in). Intended to be used by StatusEffect conditionals (setting this value in XML has no effect).")]
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public float FlowPercentage
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{
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@@ -122,13 +108,6 @@ namespace Barotrauma.Items.Components
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//less effective when in a bad condition
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currFlow *= MathHelper.Lerp(0.5f, 1.0f, item.Condition / item.MaxCondition);
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if (currFlow < 0 && Infected)
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{
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InfectBallast(InfectIdentifier);
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}
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Infected = false;
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item.CurrentHull.WaterVolume += currFlow;
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if (item.CurrentHull.WaterVolume > item.CurrentHull.Volume) { item.CurrentHull.Pressure += 0.5f; }
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}
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@@ -143,8 +122,15 @@ namespace Barotrauma.Items.Components
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if (hull.BallastFlora != null) { return; }
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var ballastFloraPrefab = BallastFloraPrefab.Find(identifier);
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if (ballastFloraPrefab == null)
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{
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DebugConsole.ThrowError($"Failed to infect a ballast pump (could not find a ballast flora prefab with the identifier \"{identifier}\").\n" + Environment.StackTrace);
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return;
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}
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Vector2 offset = item.WorldPosition - hull.WorldPosition;
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hull.BallastFlora = new BallastFloraBehavior(hull, BallastFloraPrefab.Find(identifier), offset, firstGrowth: true);
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hull.BallastFlora = new BallastFloraBehavior(hull, ballastFloraPrefab, offset, firstGrowth: true);
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#if SERVER
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hull.BallastFlora.SendNetworkMessage(hull.BallastFlora, BallastFloraBehavior.NetworkHeader.Spawn);
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