Build 0.20.0.0
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@@ -104,12 +104,14 @@ namespace Barotrauma.Items.Components
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// doesn't quite work properly, remaining time changes if tinkering stops
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float deconstructionSpeedModifier = userDeconstructorSpeedMultiplier * (1f + tinkeringStrength * TinkeringSpeedIncrease);
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float deconstructionSpeed = item.StatManager.GetAdjustedValue(ItemTalentStats.DeconstructorSpeed, DeconstructionSpeed);
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if (DeconstructItemsSimultaneously)
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{
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float deconstructTime = 0.0f;
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foreach (Item targetItem in inputContainer.Inventory.AllItems)
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{
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deconstructTime += targetItem.Prefab.DeconstructTime / (DeconstructionSpeed * deconstructionSpeedModifier);
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deconstructTime += targetItem.Prefab.DeconstructTime / (deconstructionSpeed * deconstructionSpeedModifier);
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}
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progressState = Math.Min(progressTimer / deconstructTime, 1.0f);
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@@ -139,7 +141,7 @@ namespace Barotrauma.Items.Components
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if (targetItem == null) { return; }
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var validDeconstructItems = targetItem.Prefab.DeconstructItems.Where(it => it.IsValidDeconstructor(item)).ToList();
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float deconstructTime = validDeconstructItems.Any() ? targetItem.Prefab.DeconstructTime / (DeconstructionSpeed * deconstructionSpeedModifier) : 1.0f;
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float deconstructTime = validDeconstructItems.Any() ? targetItem.Prefab.DeconstructTime / (deconstructionSpeed * deconstructionSpeedModifier) : 1.0f;
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progressState = Math.Min(progressTimer / deconstructTime, 1.0f);
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if (progressTimer > deconstructTime)
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@@ -218,7 +220,7 @@ namespace Barotrauma.Items.Components
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if (percentageHealth < deconstructProduct.MinCondition || percentageHealth > deconstructProduct.MaxCondition) { return; }
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if (!(MapEntityPrefab.Find(null, deconstructProduct.ItemIdentifier) is ItemPrefab itemPrefab))
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if (MapEntityPrefab.FindByIdentifier(deconstructProduct.ItemIdentifier) is not ItemPrefab itemPrefab)
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{
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DebugConsole.ThrowError("Tried to deconstruct item \"" + targetItem.Name + "\" but couldn't find item prefab \"" + deconstructProduct.ItemIdentifier + "\"!");
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return;
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@@ -284,9 +286,10 @@ namespace Barotrauma.Items.Components
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{
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Entity.Spawner.AddItemToSpawnQueue(itemPrefab, outputContainer.Inventory, condition, onSpawned: (Item spawnedItem) =>
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{
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spawnedItem.SpawnedInCurrentOutpost = item.SpawnedInCurrentOutpost;
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spawnedItem.StolenDuringRound = targetItem.StolenDuringRound;
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spawnedItem.AllowStealing = targetItem.AllowStealing;
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spawnedItem.OriginalOutpost = targetItem.OriginalOutpost;
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spawnedItem.SpawnedInCurrentOutpost = targetItem.SpawnedInCurrentOutpost;
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for (int i = 0; i < outputContainer.Capacity; i++)
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{
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var containedItem = outputContainer.Inventory.GetItemAt(i);
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