(6eeea9b7c) v0.9.10.0.0
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@@ -55,8 +55,8 @@ namespace Barotrauma.Items.Components
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set;
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}
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[Serialize(80.0f, true, description: "The condition of the item has to be below this for AI characters to repair it. Percentages of max condition."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f)]
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public float AIRepairThreshold
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[Serialize(80.0f, true, description: "The condition of the item has to be below this for it to become repairable. Percentages of max condition."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f)]
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public float RepairThreshold
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{
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get;
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set;
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@@ -112,13 +112,14 @@ namespace Barotrauma.Items.Components
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element.GetAttributeString("name", "");
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//backwards compatibility
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var showRepairUIAttribute = element.Attributes().FirstOrDefault(a => a.Name.ToString().Equals("showrepairuithreshold", StringComparison.OrdinalIgnoreCase));
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if (showRepairUIAttribute != null)
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var repairThresholdAttribute =
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element.Attributes().FirstOrDefault(a => a.Name.ToString().Equals("showrepairuithreshold", StringComparison.OrdinalIgnoreCase)) ??
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element.Attributes().FirstOrDefault(a => a.Name.ToString().Equals("airepairth44reshold", StringComparison.OrdinalIgnoreCase));
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if (repairThresholdAttribute != null)
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{
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float repairThreshold;
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if (Single.TryParse(showRepairUIAttribute.Value, NumberStyles.Float, CultureInfo.InvariantCulture, out repairThreshold))
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if (float.TryParse(repairThresholdAttribute.Value, NumberStyles.Float, CultureInfo.InvariantCulture, out float repairThreshold))
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{
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AIRepairThreshold = repairThreshold;
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RepairThreshold = repairThreshold;
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}
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}
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@@ -273,7 +274,7 @@ namespace Barotrauma.Items.Components
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float successFactor = requiredSkills.Count == 0 ? 1.0f : DegreeOfSuccess(CurrentFixer, requiredSkills);
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//item must have been below the repair threshold for the player to get an achievement or XP for repairing it
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if (!item.IsFullCondition)
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if (item.ConditionPercentage < RepairThreshold)
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{
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wasBroken = true;
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}
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@@ -309,11 +310,10 @@ namespace Barotrauma.Items.Components
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SkillSettings.Current.SkillIncreasePerRepair / Math.Max(characterSkillLevel, 1.0f),
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CurrentFixer.WorldPosition + Vector2.UnitY * 100.0f);
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}
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SteamAchievementManager.OnItemRepaired(item, CurrentFixer);
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deteriorationTimer = Rand.Range(MinDeteriorationDelay, MaxDeteriorationDelay);
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wasBroken = false;
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}
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deteriorationTimer = Rand.Range(MinDeteriorationDelay, MaxDeteriorationDelay);
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wasBroken = false;
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StopRepairing(CurrentFixer);
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}
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}
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@@ -358,6 +358,14 @@ namespace Barotrauma.Items.Components
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partial void UpdateProjSpecific(float deltaTime);
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public void AdjustPowerConsumption(ref float powerConsumption)
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{
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if (item.ConditionPercentage < RepairThreshold)
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{
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powerConsumption *= MathHelper.Lerp(1.5f, 1.0f, item.Condition / item.MaxCondition);
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}
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}
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private bool ShouldDeteriorate()
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{
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if (LastActiveTime > Timing.TotalTime) { return true; }
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