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
@@ -332,6 +332,8 @@ namespace Barotrauma
public readonly bool TransferOnlyOnePerContainer;
public readonly bool AllowTransfersHere = true;
public readonly float MinLevelDifficulty, MaxLevelDifficulty;
public PreferredContainer(XElement element)
{
Primary = XMLExtensions.GetAttributeIdentifierArray(element, "primary", Array.Empty<Identifier>()).ToImmutableHashSet();
@@ -347,6 +349,9 @@ namespace Barotrauma
TransferOnlyOnePerContainer = element.GetAttributeBool("TransferOnlyOnePerContainer", TransferOnlyOnePerContainer);
AllowTransfersHere = element.GetAttributeBool("AllowTransfersHere", AllowTransfersHere);
MinLevelDifficulty = element.GetAttributeFloat(nameof(MinLevelDifficulty), float.MinValue);
MaxLevelDifficulty = element.GetAttributeFloat(nameof(MaxLevelDifficulty), float.MaxValue);
if (element.GetAttribute("spawnprobability") == null)
{
//if spawn probability is not defined but amount is, assume the probability is 1
@@ -670,6 +675,9 @@ namespace Barotrauma
[Serialize(false, IsPropertySaveable.No)]
public bool AllowSellingWhenBroken { get; private set; }
[Serialize(false, IsPropertySaveable.No)]
public bool AllowStealingAlways { get; private set; }
[Serialize(false, IsPropertySaveable.No)]
public bool Indestructible { get; private set; }
@@ -806,6 +814,9 @@ namespace Barotrauma
[Serialize(1.0f, IsPropertySaveable.No, description: "How much the bots prioritize shooting this item with slow turrets, like railguns? Defaults to 1. Not used if AITurretPriority is 0. Distance to the target affects the decision making.")]
public float AISlowTurretPriority { get; private set; }
[Serialize(float.PositiveInfinity, IsPropertySaveable.No, description: "The max distance at which the bots are allowed to target the items. Defaults to infinity.")]
public float AITurretTargetingMaxDistance { get; private set; }
protected override Identifier DetermineIdentifier(XElement element)
{
Identifier identifier = base.DetermineIdentifier(element);