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
@@ -236,7 +236,7 @@ namespace Barotrauma.Items.Components
set;
}
[Serialize(0f, IsPropertySaveable.No, description: "How useful the item is in combat? Used by AI to decide which item it should use as a weapon. For the sake of clarity, use a value between 0 and 100 (not enforced). Note that there's also a generic BotPriority for all item prefabs.")]
[Serialize(0f, IsPropertySaveable.No, description: "How useful the item is in combat? Used by AI to decide which item it should use as a weapon. For the sake of clarity, use a value between 0 and 100 (not forced). Note that there's also a generic BotPriority for all item prefabs.")]
public float CombatPriority { get; private set; }
/// <summary>
@@ -687,9 +687,10 @@ namespace Barotrauma.Items.Components
public virtual void FlipY(bool relativeToSub) { }
public bool IsNotEmpty(Character user, bool checkContainedItems = true) =>
HasRequiredContainedItems(user, addMessage: false) &&
(!checkContainedItems || Item.OwnInventory == null || Item.OwnInventory.AllItems.Any(i => i.Condition > 0));
/// <summary>
/// Shorthand for !HasRequiredContainedItems()
/// </summary>
public bool IsEmpty(Character user) => !HasRequiredContainedItems(user, addMessage: false);
public bool HasRequiredContainedItems(Character user, bool addMessage, LocalizedString msg = null)
{