Build 0.20.0.0
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@@ -30,11 +30,8 @@ namespace Barotrauma.Items.Components
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Serialize(500.0f, IsPropertySaveable.Yes, description: "The amount of force exerted on the submarine when the engine is operating at full power.")]
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public float MaxForce
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{
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get { return maxForce; }
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set
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{
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maxForce = Math.Max(0.0f, value);
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}
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get => maxForce;
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set => maxForce = Math.Max(0.0f, value);
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}
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[Editable, Serialize("0.0,0.0", IsPropertySaveable.Yes,
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@@ -94,7 +91,7 @@ namespace Barotrauma.Items.Components
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}
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partial void InitProjSpecific(ContentXElement element);
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public override void Update(float deltaTime, Camera cam)
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{
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UpdateOnActiveEffects(deltaTime);
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@@ -129,12 +126,14 @@ namespace Barotrauma.Items.Components
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{
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forceMultiplier *= MathHelper.Lerp(0.5f, 2.0f, (float)Math.Sqrt(User.GetSkillLevel("helm") / 100));
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}
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currForce *= maxForce * forceMultiplier;
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if (item.GetComponent<Repairable>() is Repairable repairable && repairable.IsTinkering)
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currForce *= item.StatManager.GetAdjustedValue(ItemTalentStats.EngineMaxSpeed, MaxForce) * forceMultiplier;
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if (item.GetComponent<Repairable>() is { IsTinkering: true } repairable)
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{
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currForce *= 1f + repairable.TinkeringStrength * TinkeringForceIncrease;
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}
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currForce = item.StatManager.GetAdjustedValue(ItemTalentStats.EngineSpeed, currForce);
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//less effective when in a bad condition
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currForce *= MathHelper.Lerp(0.5f, 2.0f, condition);
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if (item.Submarine.FlippedX) { currForce *= -1; }
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