Build 0.20.0.0
This commit is contained in:
@@ -424,6 +424,39 @@ namespace Barotrauma
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public Color? HighlightColor;
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/// <summary>
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/// Can be used by status effects or conditionals to check whether the item is contained inside something
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/// </summary>
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public bool IsContained
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{
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get
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{
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return parentInventory != null;
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}
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}
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/// <summary>
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/// Can be used by status effects or conditionals to the speed of the item
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/// </summary>
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public float Speed
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{
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get
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{
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if (body != null && body.PhysEnabled)
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{
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return body.LinearVelocity.Length();
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}
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else if (ParentInventory?.Owner is Character character)
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{
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return character.AnimController.MainLimb.LinearVelocity.Length();
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}
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else if (container != null)
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{
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return container.Speed;
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}
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return 0.0f;
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}
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}
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[Serialize("", IsPropertySaveable.Yes)]
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@@ -821,6 +854,16 @@ namespace Barotrauma
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public bool IsSecondaryItem { get; }
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private ItemStatManager statManager;
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public ItemStatManager StatManager
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{
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get
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{
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statManager ??= new ItemStatManager(this);
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return statManager;
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}
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}
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public Item(ItemPrefab itemPrefab, Vector2 position, Submarine submarine, ushort id = Entity.NullEntityID, bool callOnItemLoaded = true)
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: this(new Rectangle(
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(int)(position.X - itemPrefab.Sprite.size.X / 2 * itemPrefab.Scale),
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@@ -1837,16 +1880,32 @@ namespace Barotrauma
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if (ic.IsActiveConditionals != null)
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{
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bool shouldBeActive = true;
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foreach (var conditional in ic.IsActiveConditionals)
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if (ic.IsActiveConditionalComparison == PropertyConditional.Comparison.And)
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{
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if (!ConditionalMatches(conditional))
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bool shouldBeActive = true;
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foreach (var conditional in ic.IsActiveConditionals)
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{
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shouldBeActive = false;
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break;
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if (!ConditionalMatches(conditional))
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{
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shouldBeActive = false;
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break;
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}
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}
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ic.IsActive = shouldBeActive;
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}
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else
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{
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bool shouldBeActive = false;
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foreach (var conditional in ic.IsActiveConditionals)
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{
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if (ConditionalMatches(conditional))
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{
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shouldBeActive = true;
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break;
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}
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}
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ic.IsActive = shouldBeActive;
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}
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ic.IsActive = shouldBeActive;
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}
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#if CLIENT
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if (ic.HasSounds)
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@@ -2072,7 +2131,7 @@ namespace Barotrauma
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}
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//no need to apply buoyancy if the item is still and not light enough to float
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if (moving || body.Density < 10.0f)
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if (moving || body.Density <= 10.0f)
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{
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Vector2 buoyancy = -GameMain.World.Gravity * forceFactor * volume * Physics.NeutralDensity;
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body.ApplyForce(buoyancy);
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@@ -2699,8 +2758,6 @@ namespace Barotrauma
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}
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#endif
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float applyOnSelfFraction = user?.GetStatValue(StatTypes.ApplyTreatmentsOnSelfFraction) ?? 0.0f;
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bool remove = false;
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foreach (ItemComponent ic in components)
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{
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@@ -2713,19 +2770,7 @@ namespace Barotrauma
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ic.PlaySound(actionType, user);
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#endif
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ic.WasUsed = true;
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ic.ApplyStatusEffects(actionType, 1.0f, character, targetLimb, user: user, applyOnUserFraction: applyOnSelfFraction);
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if (applyOnSelfFraction > 0.0f)
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{
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//hacky af
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ic.statusEffectLists.TryGetValue(actionType, out var effectList);
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if (effectList != null)
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{
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effectList.ForEach(e => e.AfflictionMultiplier = applyOnSelfFraction);
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ic.ApplyStatusEffects(actionType, 1.0f, user, targetLimb == null ? null : user.AnimController.GetLimb(targetLimb.type), user: user);
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effectList.ForEach(e => e.AfflictionMultiplier = 1.0f);
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}
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}
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ic.ApplyStatusEffects(actionType, 1.0f, character, targetLimb, user: user);
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if (GameMain.NetworkMember is { IsServer: true })
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{
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@@ -2866,15 +2911,20 @@ namespace Barotrauma
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//to ensure client/server doesn't get any properties mixed up if there's some conditions that can vary between the server and the clients
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var allProperties = inGameEditableOnly ? GetInGameEditableProperties(ignoreConditions: true) : GetProperties<Editable>();
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SerializableProperty property = extraData.SerializableProperty;
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ISerializableEntity entity = extraData.Entity;
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if (property != null)
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{
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var propertyOwner = allProperties.Find(p => p.property == property);
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if (allProperties.Count > 1)
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{
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msg.WriteByte((byte)allProperties.FindIndex(p => p.property == property));
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int propertyIndex = allProperties.FindIndex(p => p.property == property && p.obj == entity);
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if (propertyIndex < -1)
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{
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throw new Exception($"Could not find the property \"{property.Name}\" in \"{entity.Name ?? "null"}\"");
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}
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msg.WriteVariableUInt32((uint)propertyIndex);
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}
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object value = property.GetValue(propertyOwner.obj);
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object value = property.GetValue(entity);
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if (value is string stringVal)
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{
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msg.WriteString(stringVal);
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@@ -2979,7 +3029,7 @@ namespace Barotrauma
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int propertyIndex = 0;
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if (allProperties.Count > 1)
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{
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propertyIndex = msg.ReadByte();
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propertyIndex = (int)msg.ReadVariableUInt32();
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}
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bool allowEditing = true;
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@@ -3119,14 +3169,14 @@ namespace Barotrauma
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}
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logPropertyChangeCoroutine = CoroutineManager.Invoke(() =>
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{
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GameServer.Log($"{sender.Character.Name} set the value \"{property.Name}\" of the item \"{Name}\" to \"{logValue}\".", ServerLog.MessageType.ItemInteraction);
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GameServer.Log($"{sender.Character?.Name ?? sender.Name} set the value \"{property.Name}\" of the item \"{Name}\" to \"{logValue}\".", ServerLog.MessageType.ItemInteraction);
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}, delay: 1.0f);
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}
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#endif
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if (GameMain.NetworkMember is { IsServer: true })
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if (GameMain.NetworkMember is { IsServer: true } && parentObject is ISerializableEntity entity)
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{
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GameMain.NetworkMember.CreateEntityEvent(this, new ChangePropertyEventData(property));
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GameMain.NetworkMember.CreateEntityEvent(this, new ChangePropertyEventData(property, entity));
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}
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}
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@@ -3230,7 +3280,7 @@ namespace Barotrauma
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{
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if (!(property.GetValue(item)?.Equals(prevValue) ?? true))
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{
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GameMain.NetworkMember.CreateEntityEvent(item, new ChangePropertyEventData(property));
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GameMain.NetworkMember.CreateEntityEvent(item, new ChangePropertyEventData(property, item));
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}
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}
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}
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@@ -3349,8 +3399,24 @@ namespace Barotrauma
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item.PurchasedNewSwap = false;
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}
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item.condition = element.GetAttributeFloat("condition", item.condition);
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item.condition = MathHelper.Clamp(item.condition, 0, item.MaxCondition);
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if (element.GetAttribute("conditionpercentage") != null)
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{
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item.condition = element.GetAttributeFloat("conditionpercentage", 100.0f) / 100.0f * item.MaxCondition;
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}
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else
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{
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//backwards compatibility
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item.condition = element.GetAttributeFloat("condition", item.condition);
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//if the item was in full condition considering the unmodified health
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//(not taking possible HealthMultipliers added by mods into account),
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//make sure it stays in full condition
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bool wasFullCondition = item.condition >= item.Prefab.Health;
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if (wasFullCondition)
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{
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item.condition = item.MaxCondition;
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}
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item.condition = MathHelper.Clamp(item.condition, 0, item.MaxCondition);
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}
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item.lastSentCondition = item.condition;
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item.RecalculateConditionValues();
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item.SetActiveSprite();
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@@ -3370,6 +3436,7 @@ namespace Barotrauma
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foreach (ItemComponent component in item.components)
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{
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if (component.Parent != null) { component.IsActive = component.Parent.IsActive; }
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component.OnItemLoaded();
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}
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@@ -3401,11 +3468,6 @@ namespace Barotrauma
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element.Add(new XAttribute("availableswaps", string.Join(',', AvailableSwaps.Select(s => s.Identifier))));
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}
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if (condition < MaxCondition)
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{
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element.Add(new XAttribute("condition", condition.ToString("G", CultureInfo.InvariantCulture)));
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}
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if (!MathUtils.NearlyEqual(healthMultiplier, 1.0f))
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{
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element.Add(new XAttribute("healthmultiplier", HealthMultiplier.ToString("G", CultureInfo.InvariantCulture)));
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@@ -3442,6 +3504,16 @@ namespace Barotrauma
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upgrade.Save(element);
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}
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if (condition < MaxCondition)
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{
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element.Add(new XAttribute("conditionpercentage", ConditionPercentage.ToString("G", CultureInfo.InvariantCulture)));
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}
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else
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{
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var conditionAttribute = element.GetAttribute("condition");
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if (conditionAttribute != null) { conditionAttribute.Remove(); }
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}
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parentElement.Add(element);
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return element;
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