v1.0.13.1 (first post-1.0 patch)
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@@ -332,6 +332,8 @@ namespace Barotrauma
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public readonly bool TransferOnlyOnePerContainer;
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public readonly bool AllowTransfersHere = true;
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public readonly float MinLevelDifficulty, MaxLevelDifficulty;
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public PreferredContainer(XElement element)
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{
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Primary = XMLExtensions.GetAttributeIdentifierArray(element, "primary", Array.Empty<Identifier>()).ToImmutableHashSet();
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@@ -347,6 +349,9 @@ namespace Barotrauma
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TransferOnlyOnePerContainer = element.GetAttributeBool("TransferOnlyOnePerContainer", TransferOnlyOnePerContainer);
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AllowTransfersHere = element.GetAttributeBool("AllowTransfersHere", AllowTransfersHere);
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MinLevelDifficulty = element.GetAttributeFloat(nameof(MinLevelDifficulty), float.MinValue);
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MaxLevelDifficulty = element.GetAttributeFloat(nameof(MaxLevelDifficulty), float.MaxValue);
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if (element.GetAttribute("spawnprobability") == null)
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{
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//if spawn probability is not defined but amount is, assume the probability is 1
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@@ -670,6 +675,9 @@ namespace Barotrauma
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[Serialize(false, IsPropertySaveable.No)]
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public bool AllowSellingWhenBroken { get; private set; }
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[Serialize(false, IsPropertySaveable.No)]
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public bool AllowStealingAlways { get; private set; }
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[Serialize(false, IsPropertySaveable.No)]
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public bool Indestructible { get; private set; }
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@@ -806,6 +814,9 @@ namespace Barotrauma
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[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.")]
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public float AISlowTurretPriority { get; private set; }
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[Serialize(float.PositiveInfinity, IsPropertySaveable.No, description: "The max distance at which the bots are allowed to target the items. Defaults to infinity.")]
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public float AITurretTargetingMaxDistance { get; private set; }
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protected override Identifier DetermineIdentifier(XElement element)
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{
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Identifier identifier = base.DetermineIdentifier(element);
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