public AcidGloves() : base("AcidGloves", "Brine Gloves", "Reinforced dive gloves with an acid-resistant layer")
 {
     OnFinishedPatching += () =>
     {
         TechTypeUtils.AddModTechType(this.TechType);
     };
 }
 public NitrogenBrineSuit3() : base("NitrogenBrineSuit3", title, description)
 {
     OnFinishedPatching += () =>
     {
         TechTypeUtils.AddModTechType(this.TechType);
     };
 }
 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);
     };
 }
 public AcidHelmet() : base("AcidHelmet", "Brine Helmet", "Rebreather treated with an acid-resistant layer")
 {
     OnStartedPatching += () =>
     {
         TechTypeUtils.AddModTechType(this.TechType);
         texture      = ImageUtils.LoadTextureFromFile(Path.Combine(Main.AssetsFolder, "AcidHelmetskin.png"));
         illumTexture = ImageUtils.LoadTextureFromFile(Path.Combine(Main.AssetsFolder, "AcidHelmetillum.png"));
     };
 }
 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"));
     };
 }
 internal static void AddModTechType(TechType tech, GameObject prefab = null)
 {
     /*string key = tech.AsString(true);
      * if (!ModTechTypes.ContainsKey(key))
      * {
      *      ModTechTypes.Add(key, tech);
      * }
      * if (prefab != null)
      * {
      *      ModPrefabs[key] = prefab;
      * }*/
     TechTypeUtils.AddModTechType(tech, prefab);
 }
 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 AddModTechType(TechType tech, GameObject prefab = null)
 {
     TechTypeUtils.AddModTechType(tech, prefab);
 }