added adtional repairable water source
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1 changed files with 3 additions and 0 deletions
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@ -112,12 +112,15 @@ class YAInteractionConfigLoader
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// a substring, so the base name is enough.
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// (proxyName, actionType, lootTable, cooldownSec, searchChance%, searchMin, searchMax)
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d.Interactables.Insert(MakeEntry("case_sink_a", YAInteractionConfig.ACTION_REPAIR_WATER, "", Settings.SinkPlayerCooldownSec));
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d.Interactables.Insert(MakeEntry("sink", YAInteractionConfig.ACTION_REPAIR_WATER, "", Settings.SinkPlayerCooldownSec));
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d.Interactables.Insert(MakeEntry("lekarnicka", YAInteractionConfig.ACTION_SEARCH, YAInteractionConfig.TABLE_MED, Settings.ObjectCooldownSec, 60.0, 1, 2));
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d.Interactables.Insert(MakeEntry("fridge", YAInteractionConfig.ACTION_SEARCH, YAInteractionConfig.TABLE_FOOD, Settings.ObjectCooldownSec, 75.0, 1, 2));
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// Works for vending machines SPAWNED STANDALONE (init.c / CE) - matched as
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// a real entity by classname (StaticObj_Furniture_vending_machine). House-
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// baked vending proxies still can't be detected (no targetable object).
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d.Interactables.Insert(MakeEntry("vending_machine", YAInteractionConfig.ACTION_SEARCH, YAInteractionConfig.TABLE_VENDING, Settings.ObjectCooldownSec, 80.0, 1, 2));
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//For future reference, static objects along patrhways (e.g. crates, barrels, boxes) with various random loot.
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//d.Interactables.Insert(MakeEntry("Wooden_Crate", YAInteractionConfig.ACTION_SEARCH, YAInteractionConfig.TABLE_FOOD, Settings.ObjectCooldownSec, 90.0, 1, 3));
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// --- Loot tables (classnames verified in P:\DZ) ---
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YALootTable med = MakeTable(YAInteractionConfig.TABLE_MED);
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