(6cc2e0541) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
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@@ -813,7 +813,6 @@ namespace Barotrauma
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if (closestBody.UserData is Structure wall && wall.Submarine != null)
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{
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int sectionIndex = wall.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition));
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int passableHoleCount = GetMinimumPassableHoleCount();
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float sectionDamage = wall.SectionDamage(sectionIndex);
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for (int i = sectionIndex - 2; i <= sectionIndex + 2; i++)
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@@ -1011,7 +1010,7 @@ namespace Barotrauma
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string targetingTag = null;
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if (targetCharacter != null)
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{
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if (targetCharacter.Submarine != null && Character.Submarine == null)
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if (targetCharacter.IsDead)
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{
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targetingTag = "dead";
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if (targetCharacter.Submarine != Character.Submarine)
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@@ -1894,8 +1894,6 @@ namespace Barotrauma
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}
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speechImpedimentSet = false;
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if (needsAir)
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{
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bool protectedFromPressure = PressureProtection > 0.0f;
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@@ -804,7 +804,8 @@ namespace Barotrauma
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var newItem = Item.Load(itemElement, inventory.Owner.Submarine, createNetworkEvent: true);
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if (newItem == null) { continue; }
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if (!MathUtils.NearlyEqual(newItem.Condition, newItem.MaxCondition))
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if (!MathUtils.NearlyEqual(newItem.Condition, newItem.MaxCondition) &&
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GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
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{
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GameMain.NetworkMember.CreateEntityEvent(newItem, new object[] { NetEntityEvent.Type.Status });
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}
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@@ -180,7 +180,8 @@ namespace Barotrauma.Items.Components
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#endif
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//items in a bad condition are more sensitive to overvoltage
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float maxOverVoltage = MathHelper.Lerp(Math.Min(OverloadVoltage, 1.0f), OverloadVoltage, item.Condition / item.MaxCondition);
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float maxOverVoltage = MathHelper.Lerp(OverloadVoltage * 0.75f, OverloadVoltage, item.Condition / item.MaxCondition);
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maxOverVoltage = Math.Max(OverloadVoltage, 1.0f);
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//if the item can't be fixed, don't allow it to break
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if (!item.Repairables.Any() || !CanBeOverloaded) continue;
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@@ -1286,11 +1286,7 @@ namespace Barotrauma
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LastSentSignalRecipients.Clear();
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if (connections == null) return;
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public List<T> GetConnectedComponentsRecursive<T>(Connection c) where T : ItemComponent
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{
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List<T> connectedComponents = new List<T>();
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List<Item> alreadySearched = new List<Item>() { this };
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GetConnectedComponentsRecursive(c, alreadySearched, connectedComponents);
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stepsTaken++;
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if (!connections.TryGetValue(connectionName, out Connection c)) return;
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@@ -129,7 +129,7 @@ namespace Barotrauma
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availableMissions.RemoveAll(m => m.Completed);
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}
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public void Remove()
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private string RandomName(LocationType type)
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{
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baseName = type.GetRandomName();
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nameFormatIndex = Rand.Int(type.NameFormats.Count, Rand.RandSync.Server);
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