v1.0.13.1 (first post-1.0 patch)
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@@ -65,28 +65,28 @@ namespace Barotrauma
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set { maxHeight = Math.Max(value, minHeight); }
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}
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[Serialize(2, IsPropertySaveable.Yes), Editable(MinValueInt = 0, MaxValueInt = 10)]
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[Serialize(2, IsPropertySaveable.Yes, description: "Minimum number of tunnel branches in the cave."), Editable(MinValueInt = 0, MaxValueInt = 10)]
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public int MinBranchCount
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{
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get { return minBranchCount; }
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set { minBranchCount = Math.Max(value, 0); }
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}
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[Serialize(4, IsPropertySaveable.Yes), Editable(MinValueInt = 0, MaxValueInt = 10)]
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[Serialize(4, IsPropertySaveable.Yes, description: "Maximum number of tunnel branches in the cave."), Editable(MinValueInt = 0, MaxValueInt = 10)]
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public int MaxBranchCount
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{
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get { return maxBranchCount; }
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set { maxBranchCount = Math.Max(value, minBranchCount); }
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}
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[Serialize(50, IsPropertySaveable.Yes), Editable(MinValueInt = 0, MaxValueInt = 10000)]
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[Serialize(50, IsPropertySaveable.Yes, description: "Total amount of level objects in the cave."), Editable(MinValueInt = 0, MaxValueInt = 10000)]
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public int LevelObjectAmount
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{
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get;
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set;
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}
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[Serialize(0.1f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0, MaxValueFloat = 1.0f, DecimalCount = 2 )]
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[Serialize(0.1f, IsPropertySaveable.Yes, description: "What portion of the empty cells in the cave should be turned into destructible walls? For example, 0.1 = 10%."), Editable(MinValueFloat = 0, MaxValueFloat = 1.0f, DecimalCount = 2 )]
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public float DestructibleWallRatio
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{
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get;
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