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Health rework #6152
Health rework #6152
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UnityProject/Assets/IngameDebugConsole/Scripts/DebugLogUnitystationCommands.cs
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} | ||
set | ||
{ | ||
if (key == null) |
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humm can get rid of this if this is no longer an issue?
UnityProject/Assets/Scripts/Clothing/PlayerCustomisationDataSOs.cs
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UnityProject/Assets/Scripts/Core/Database/ServerData.UpdateChar.cs
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@@ -50,7 +50,7 @@ public static void RequestInteract<T>(T interaction, IBaseInteractable<T> intera | |||
// we defer to the server for deciding what interaction was triggered, unless this is | |||
// an AimApply in which case there's no reason for such a thing (no shooting-like interactions | |||
// should have multiple interactable AimApply components) | |||
RequestInteract(interaction, typeof(T) == typeof(AimApply) ? interactable : null); | |||
RequestInteract(interaction, typeof(T) == typeof(AimApply) ? null : interactable ); |
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accidental change needed changes back
@@ -22,9 +22,6 @@ public class SpriteHandler : MonoBehaviour | |||
[SerializeField] private SpriteDataSO PresentSpriteSet; | |||
private SpriteDataSO.Frame PresentFrame = null; | |||
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[Tooltip("If checked, a random sprite SO will be selected during initialization from the catalogue of sprite SOs.")] |
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yeah looks like this got messed up with the with the rebase
var unequippedClothing = GameObjectReference.GetComponent<ClothingV2>(); | ||
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if (unequippedClothing == null) | ||
if (spriteHandler != null) |
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clothing needs to be put into a slot on the body part And handle from there but this can be later on
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private static readonly StandardProgressActionConfig ProgressConfig | ||
= new StandardProgressActionConfig(StandardProgressActionType.Restrain); | ||
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[FormerlySerializedAs("NutrientsHealAmount")] | ||
public int NutritionLevel = 10; |
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food needs a reagent container next to it
@@ -13,7 +13,7 @@ public override void Process() | |||
LoadNetworkObject(SpriteHandlerManager); | |||
if (SentByPlayer == ConnectedPlayer.Invalid) | |||
return; | |||
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//TODO Need some safeguards |
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not mega important but if someone can do it that would be great
@@ -20,10 +20,10 @@ public class ExaminablePlayer : MonoBehaviour, IExaminable | |||
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private PlayerScript script; | |||
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public PlayerHealth Health => script.playerHealth; |
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This needs to be integrated
@@ -37,7 +37,7 @@ public override void UpdateMe() | |||
{ | |||
if (Connector == null) | |||
{ | |||
Logger.LogError($"{nameof(Connector)} was null on {this}!"); |
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humm Needs Reverting
@@ -50,7 +50,7 @@ public class ItemSlot | |||
/// <summary> | |||
/// Net ID of the ItemStorage this slot exists in | |||
/// </summary> | |||
public uint ItemStorageNetID => itemStorage.GetComponent<NetworkIdentity>().netId; |
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accidental rebase stuff
{ | ||
spriteRenderer.sortingLayerName = "Bodies"; | ||
} | ||
// foreach (SpriteRenderer spriteRenderer in spriteRenderers) |
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clean
@@ -18,7 +18,7 @@ MonoBehaviour: | |||
autoEnable: 1 | |||
sidebar: | |||
foldout: 1 | |||
enabled: 1 |
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yeah,
accidental changes here
note there might be some stuff that's getting Over written still that I haven't found |
If you reimport the mirror folder then it works. Also you have the quick load still turned on and theres some logging that is on which should be disabled or put to a category |
ok cool |
Also theres a few codacy stuff which should be done, to keep stuff clean. |
a |
ok, lots of stuff not quite completed but very burnt out.,
need to check I didn't Accidentally Overwrite people's changes when Rebasing last
closes #3331
Changelog:
CL: Health