Unstable 0.16.6.0
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+7
-5
@@ -71,7 +71,7 @@ namespace Barotrauma
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}
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// Status effects are often used to alter item condition so using the Containable Item Identifiers directly can lead to unwanted results
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// For example, placing welding fuel tanks inside oxygen tank shelves
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bool defaultContainableItemIdentifiers = true;
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bool useDefaultContainableItemIdentifiers = true;
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var potentialContainablePrefabs = MapEntityPrefab.List
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.Where(mep => mep is ItemPrefab ip && ItemContainer.ContainableItemIdentifiers.Any(i => i == ip.Identifier || ip.Tags.Contains(i)))
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.Cast<ItemPrefab>();
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@@ -122,7 +122,7 @@ namespace Barotrauma
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default:
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continue;
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}
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defaultContainableItemIdentifiers = false;
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useDefaultContainableItemIdentifiers = false;
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if (statusEffect.TargetIdentifiers != null)
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{
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foreach (string target in statusEffect.TargetIdentifiers)
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@@ -150,9 +150,11 @@ namespace Barotrauma
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}
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}
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}
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var newIdentifiers = defaultContainableItemIdentifiers ? ItemContainer.ContainableItemIdentifiers.ToImmutableHashSet() : validContainableItemIdentifiers.ToImmutableHashSet();
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AllValidContainableItemIdentifiers.Add(Container.Prefab, newIdentifiers);
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return newIdentifiers;
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var identifiers = useDefaultContainableItemIdentifiers ?
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potentialContainablePrefabs.Select(p => p.Identifier).ToImmutableHashSet() :
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validContainableItemIdentifiers.ToImmutableHashSet();
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AllValidContainableItemIdentifiers.Add(Container.Prefab, identifiers);
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return identifiers;
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}
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protected override float GetPriority()
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@@ -1192,13 +1192,13 @@ namespace Barotrauma
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{
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headInWater = false;
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inWater = false;
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RefreshFloorY(ignoreStairs: Stairs == null);
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if (currentHull.WaterVolume > currentHull.Volume * 0.95f)
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{
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inWater = true;
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}
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else
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{
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RefreshFloorY(ignoreStairs: Stairs == null);
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float waterSurface = ConvertUnits.ToSimUnits(currentHull.Surface);
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if (targetMovement.Y < 0.0f)
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{
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@@ -336,9 +336,9 @@ namespace Barotrauma
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public Attack(float damage, float bleedingDamage, float burnDamage, float structureDamage, float itemDamage, float range = 0.0f)
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{
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if (damage > 0.0f) Afflictions.Add(AfflictionPrefab.InternalDamage.Instantiate(damage), null);
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if (bleedingDamage > 0.0f) Afflictions.Add(AfflictionPrefab.Bleeding.Instantiate(bleedingDamage), null);
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if (burnDamage > 0.0f) Afflictions.Add(AfflictionPrefab.Burn.Instantiate(burnDamage), null);
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if (damage > 0.0f) { Afflictions.Add(AfflictionPrefab.InternalDamage.Instantiate(damage), null); }
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if (bleedingDamage > 0.0f) { Afflictions.Add(AfflictionPrefab.Bleeding.Instantiate(bleedingDamage), null); }
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if (burnDamage > 0.0f) { Afflictions.Add(AfflictionPrefab.Burn.Instantiate(burnDamage), null); }
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Range = range;
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DamageRange = range;
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