Some new items that can be crafted out of Incendium, stairs can be used while wearing a diving suit
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@@ -33,6 +33,10 @@
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<fabricableitem name="Fulgurium Battery Cell" requireditems="Steel Bar, Fulgurium Bar, FPGA Circuit" requiredtime="10"/>
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<fabricableitem name="Fulgurium Battery Cell" requireditems="Steel Bar, Fulgurium Bar, FPGA Circuit" requiredtime="10"/>
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<fabricableitem name ="Incendium Grenade" requireditems="Stun Grenage, Incendium Bar" requiredtime="20"/>
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<fabricableitem name ="IC-4 Block" requireditems="C-4 Block, Incendium Bar" requiredtime="20"/>
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<fabricableitem name="Battery Cell" requireditems="Steel Bar, Copper Bar, FPGA Circuit" requiredtime="10"/>
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<fabricableitem name="Battery Cell" requireditems="Steel Bar, Copper Bar, FPGA Circuit" requiredtime="10"/>
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<fabricableitem name="Fuel Rod" requireditems="Steel Bar, Uranium Bar"/>
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<fabricableitem name="Fuel Rod" requireditems="Steel Bar, Uranium Bar"/>
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@@ -75,7 +75,12 @@
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<Body width="24" height="12"/>
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<Body width="24" height="12"/>
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<Holdable slots="Any,RightHand,LeftHand" handle1="0,0"/>
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<Holdable slots="Any,RightHand,LeftHand" handle1="0,0">
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<StatusEffect type="OnBroken" target="This" Condition="-100.0" sound="Content/Items/Reactor/explosion.ogg">
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<Explosion range="500.0" structuredamage="2" damage="20" stun="5" force="20.0"/>
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<Fire size="100.0"/>
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</StatusEffect>
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</Holdable>
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</Item>
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</Item>
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<Item
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<Item
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@@ -18,8 +18,28 @@
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</Pickable>
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</Pickable>
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</Item>
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</Item>
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<Item
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name="IC-4 Block"
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description="A compound made of C-4 and incendium."
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category="Equipment"
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Tags="smallitem,explosive"
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pickdistance="150">
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<Sprite texture="weapons.png" depth="0.8" sourcerect="112,0,16,7"/>
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<Body width="16" height="7"/>
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<Pickable slots="Any">
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<StatusEffect type="OnBroken" target="This" Condition="-100.0" sound="Content/Items/Reactor/explosion.ogg">
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<Explosion range="500.0" structuredamage="250" damage="300" stun="5" force="20.0"/>
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<Fire size="150"/>
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</StatusEffect>
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</Pickable>
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</Item>
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<Item
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<Item
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name="Detonator"
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name="Detonator"
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description="A device that detonates any contained explosive when receiving a signal."
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category="Equipment"
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category="Equipment"
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Tags="smallitem"
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Tags="smallitem"
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pickdistance="150"
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pickdistance="150"
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@@ -71,6 +71,24 @@
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</Throwable>
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</Throwable>
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</Item>
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</Item>
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<Item
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name="Incendium Grenade"
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category="Equipment"
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pickdistance="200"
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tags="smallitem,weapon">
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<Sprite texture="weapons.png" sourcerect="98,0,11,24"/>
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<Body width="11" height="24" density="15" friction="0.8f"/>
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<Throwable slots="Any,RightHand,LeftHand" holdpos="0,0" handle1="0,0" throwforce="4.0" aimpos="35,-10">
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<StatusEffect type="OnUse" target="This" Condition="-100.0" delay="3.0" sound="Content/Items/Weapons/stungrenade.ogg">
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<Explosion range="500" damage="5" stun="1" force="0.1"/>
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<Fire size="100.0f"/>
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</StatusEffect>
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</Throwable>
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</Item>
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<Item
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<Item
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name="Stun Baton"
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name="Stun Baton"
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category="Equipment"
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category="Equipment"
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@@ -630,7 +630,12 @@ namespace Barotrauma
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onGround = false;
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onGround = false;
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IgnorePlatforms = true;
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IgnorePlatforms = true;
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movement = MathUtils.SmoothStep(movement, TargetMovement, 0.3f);
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Vector2 tempTargetMovement = TargetMovement;
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if (TargetMovement.Y != 0.0f)
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{
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tempTargetMovement.Y = Math.Max(Math.Abs(TargetMovement.Y), 0.6f) * Math.Sign(TargetMovement.Y);
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}
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movement = MathUtils.SmoothStep(movement, tempTargetMovement, 0.3f);
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Vector2 footPos, handPos;
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Vector2 footPos, handPos;
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@@ -33,7 +33,7 @@ namespace Barotrauma
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private Explosion explosion;
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private Explosion explosion;
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public readonly bool Fire;
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public readonly float FireSize;
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private Sound sound;
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private Sound sound;
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@@ -146,7 +146,7 @@ namespace Barotrauma
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explosion = new Explosion(subElement);
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explosion = new Explosion(subElement);
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break;
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break;
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case "fire":
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case "fire":
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Fire = true;
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FireSize = ToolBox.GetAttributeFloat(subElement,"size",10.0f);
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break;
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break;
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case "requireditem":
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case "requireditem":
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case "requireditems":
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case "requireditems":
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@@ -215,7 +215,12 @@ namespace Barotrauma
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if (explosion != null) explosion.Explode(entity.WorldPosition);
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if (explosion != null) explosion.Explode(entity.WorldPosition);
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if (Fire) new FireSource(entity.WorldPosition);
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if (FireSize > 0.0f)
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{
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var fire = new FireSource(entity.WorldPosition);
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fire.Size = new Vector2(FireSize, fire.Size.Y);
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}
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if (sound != null) sound.Play(1.0f, 1000.0f, entity.WorldPosition);
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if (sound != null) sound.Play(1.0f, 1000.0f, entity.WorldPosition);
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@@ -44,6 +44,16 @@ namespace Barotrauma
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public Vector2 Size
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public Vector2 Size
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{
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{
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get { return size; }
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get { return size; }
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set
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{
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if (value == size) return;
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Vector2 sizeChange = value - size;
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size = value;
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position.X -= sizeChange.X * 0.5f;
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LimitSize();
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}
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}
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}
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public FireSource(Vector2 worldPosition, Hull spawningHull = null, bool networkEvent=false)
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public FireSource(Vector2 worldPosition, Hull spawningHull = null, bool networkEvent=false)
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