v1.0.13.1 (first post-1.0 patch)

This commit is contained in:
Regalis11
2023-05-10 15:07:17 +03:00
parent 96fb49ba14
commit ee1db852b1
272 changed files with 5738 additions and 2413 deletions
@@ -84,6 +84,9 @@ namespace Barotrauma.Items.Components
[Serialize(false, IsPropertySaveable.No, description: "Can the item repair multiple things at once, or will it only affect the first thing the ray from the barrel hits.")]
public bool RepairMultiple { get; set; }
[Serialize(true, IsPropertySaveable.No, description: "Can the item repair multiple walls at once? Only relevant if RepairMultiple is true.")]
public bool RepairMultipleWalls { get; set; }
[Serialize(false, IsPropertySaveable.No, description: "Can the item repair things through holes in walls.")]
public bool RepairThroughHoles { get; set; }
@@ -383,6 +386,7 @@ namespace Barotrauma.Items.Components
//stop the ray if it already hit a door/wall and is now about to hit some other type of entity
if (lastHitType == typeof(Item) || lastHitType == typeof(Structure)) { break; }
}
if (!RepairMultipleWalls && (bodyType == typeof(Structure) || (body.UserData as Item)?.GetComponent<Door>() != null)) { break; }
Character hitCharacter = null;
if (body.UserData is Limb limb)