public NitrogenBrineSuit3() : base("NitrogenBrineSuit3", title, description)
        {
            OnFinishedPatching += () =>
            {
                Main.AddDamageResist(this.TechType, DamageType.Acid, 0.6f);

                EquipmentPatch.AddSubstitution(this.TechType, TechType.RadiationSuit);
                EquipmentPatch.AddSubstitution(this.TechType, TechType.ReinforcedDiveSuit);
            };
        }
 public AcidHelmet() : base("AcidHelmet", "Brine Helmet", "Rebreather treated with an acid-resistant layer")
 {
     OnFinishedPatching += () =>
     {
         TechTypeUtils.AddModTechType(this.TechType);
         EquipmentPatch.AddSubstitution(this.TechType, TechType.Rebreather);
         Main.AddDamageResist(this.TechType, DamageType.Acid, 0.25f);
         EquipmentPatch.AddSubstitution(this.TechType, TechType.RadiationHelmet);
         texture      = ImageUtils.LoadTextureFromFile(Path.Combine(Main.AssetsFolder, "AcidHelmetskin.png"));
         illumTexture = ImageUtils.LoadTextureFromFile(Path.Combine(Main.AssetsFolder, "AcidHelmetillum.png"));
     };
 }
Beispiel #3
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 public DWUltraGlideSwimChargeFins() : base("DWUltraGlideSwimChargeFins", friendlyName, description)
 {
     OnFinishedPatching += () =>
     {
         Main.AddModTechType(this.TechType);
         EquipmentPatch.AddSubstitution(this.TechType, TechType.SwimChargeFins);
         UnderwaterMotorPatches.AddSpeedModifier(this.TechType, 3f);
         Reflection.AddCompoundTech(this.TechType, new List <TechType>()
         {
             TechType.SwimChargeFins,
             TechType.UltraGlideFins
         });
         CoroutineHost.StartCoroutine(PostPatchSetup());
     };
 }
 public AcidSuit(string classId = "AcidSuit", string friendlyName = "Brine Suit", string description = "Reinforced dive suit with an acid-resistant layer") : base(classId, friendlyName, description)
 {
     OnFinishedPatching += () =>
     {
         TechTypeUtils.AddModTechType(this.TechType);
         EquipmentPatch.AddSubstitutions(this.TechType, new HashSet <TechType>()
         {
             TechType.RadiationSuit, TechType.ReinforcedDiveSuit
         });
         Main.AddDiveSuit(this.TechType, this.maxDepth, this.breathMultiplier, this.minTempBonus);
         Main.AddDamageResist(this.TechType, DamageType.Acid, 0.6f);
         Reflection.AddCompoundTech(this.TechType, new List <TechType>()
         {
             TechType.ReinforcedDiveSuit,
             TechType.RadiationSuit
         });
     };
 }
 internal static void AddSubstitution(TechType custom, TechType vanilla)
 {
     EquipmentPatch.AddSubstitution(custom, vanilla);
     PlayerPatch.AddSubstitution(custom, vanilla);
 }