v1.4.4.1 (Blood in the Water Update)

This commit is contained in:
Regalis11
2024-04-24 18:09:05 +03:00
parent 89b91d1c3e
commit ff1b8951a7
397 changed files with 15250 additions and 6479 deletions
@@ -1,22 +1,25 @@
#nullable enable
#nullable enable
using Barotrauma.Items.Components;
using System.Linq;
namespace Barotrauma
{
/// <summary>
/// Waits for some item(s) to be fabricated before continuing the execution of the event.
/// </summary>
class WaitForItemFabricatedAction : EventAction
{
[Serialize("", IsPropertySaveable.Yes)]
[Serialize("", IsPropertySaveable.Yes, description: "Tag of the character who must fabricate the item. If empty, it doesn't matter who fabricates it.")]
public Identifier CharacterTag { get; set; }
[Serialize("", IsPropertySaveable.Yes)]
[Serialize("", IsPropertySaveable.Yes, description: "Identifier of the item that must be fabricated. Optional if ItemTag is set.")]
public Identifier ItemIdentifier { get; set; }
[Serialize("", IsPropertySaveable.Yes)]
[Serialize("", IsPropertySaveable.Yes, description: "Tag of the item that must be fabricated. Optional if ItemIdentifier is set.")]
public Identifier ItemTag { get; set; }
[Serialize(1, IsPropertySaveable.Yes)]
[Serialize(1, IsPropertySaveable.Yes, description: "Number of items that need to be fabricated.")]
public int Amount { get; set; }
[Serialize("", IsPropertySaveable.Yes, description: "Tag to apply to the fabricated item(s).")]
@@ -48,7 +51,8 @@ namespace Barotrauma
{
if (!ParentEvent.GetTargets(CharacterTag).Contains(character)) { return; }
}
if (item.ContainerIdentifier == ItemTag || item.HasTag(ItemTag))
if ((!ItemIdentifier.IsEmpty && item.Prefab.Identifier == ItemIdentifier) ||
(!ItemTag.IsEmpty && item.HasTag(ItemTag)))
{
if (!ApplyTagToItem.IsEmpty)
{