(6eeea9b7c) v0.9.10.0.0
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@@ -2,7 +2,7 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using Barotrauma.IO;
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using System.Xml.Linq;
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using System.Linq;
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using Barotrauma.Items.Components;
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@@ -223,6 +223,12 @@ namespace Barotrauma
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private set;
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}
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public bool AllowDeconstruct
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{
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get;
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private set;
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}
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//how close the Character has to be to the item to pick it up
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[Serialize(120.0f, false)]
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public float InteractDistance
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@@ -246,6 +252,9 @@ namespace Barotrauma
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private set;
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}
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[Serialize(false, false, description: "Hides the condition bar displayed at the bottom of the inventory slot the item is in.")]
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public bool HideConditionBar { get; set; }
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//if true and the item has trigger areas defined, characters need to be within the trigger to interact with the item
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//if false, trigger areas define areas that can be used to highlight the item
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[Serialize(true, false)]
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@@ -300,6 +309,13 @@ namespace Barotrauma
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private set;
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}
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[Serialize(1f, false)]
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public float ExplosionDamageMultiplier
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{
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get;
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private set;
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}
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[Serialize(false, false)]
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public bool DamagedByProjectiles
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{
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@@ -691,7 +707,8 @@ namespace Barotrauma
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var brokenSprite = new BrokenItemSprite(
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new Sprite(subElement, brokenSpriteFolder, lazyLoad: true),
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subElement.GetAttributeFloat("maxcondition", 0.0f),
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subElement.GetAttributeBool("fadein", false));
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subElement.GetAttributeBool("fadein", false),
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subElement.GetAttributePoint("offset", Point.Zero));
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int spriteIndex = 0;
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for (int i = 0; i < BrokenSprites.Count && BrokenSprites[i].MaxCondition < brokenSprite.MaxCondition; i++)
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@@ -741,7 +758,7 @@ namespace Barotrauma
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#endif
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case "deconstruct":
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DeconstructTime = subElement.GetAttributeFloat("time", 1.0f);
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AllowDeconstruct = true;
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foreach (XElement deconstructItem in subElement.Elements())
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{
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if (deconstructItem.Attribute("name") != null)
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