Removed the need for batteries in diving suits, now the light stays on as long as the suit is worn by a living character.
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@@ -85,6 +85,9 @@
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<sprite texture="DivingSuit.png" limb="Torso" sourcerect="42,0,42,97" origin="0.5,0.55" depth="0.004" inheritlimbdepth="false" depthlimb="Head" hidelimb="true">
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<LightComponent range="100.0" lightcolor="1.0,1.0,1.0,0.1" powerconsumption="10" IsOn="true">
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<StatusEffect type="OnWearing" target="This,Character" Voltage="1.0" setvalue="true">
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<Conditional IsDead="false"/>
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</StatusEffect>
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<sprite texture="Content/Items/Diving/DivingSuitLight.png" depth="0.025" origin="0.1,0.82" alpha="1.0"/>
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</LightComponent>
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</sprite>
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@@ -121,13 +124,9 @@
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<damagemodifier damagetype="Slash" armorsector="0.0,360.0" damagemultiplier="0.5" bleedingmultiplier="0.0" damagesound="LimbArmor" deflectprojectiles="true"/>
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</Wearable>
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<ItemContainer capacity="2" hideitems="true">
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<ItemContainer capacity="1" hideitems="true">
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<Containable name="Oxygen Tank"/>
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<Containable name="Welding Fuel Tank"/>
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<Containable name="Oxygenite Shard"/>
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<Containable name="Battery Cell, Fulgurium Battery Cell">
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<StatusEffect type="OnContaining" target="This" Voltage="1.0" setvalue="true"/>
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</Containable>
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</ItemContainer>
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</Item>
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@@ -517,14 +517,6 @@ namespace Barotrauma.Networking
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Spawner.CreateNetworkEvent(oxyTank, false);
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divingSuit.Combine(oxyTank);
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respawnItems.Add(oxyTank);
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if (batteryPrefab != null)
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{
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var battery = new Item(batteryPrefab, pos, respawnSub);
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Spawner.CreateNetworkEvent(battery, false);
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divingSuit.Combine(battery);
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respawnItems.Add(battery);
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}
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}
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if (scooterPrefab != null && batteryPrefab != null)
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